Radiant Sentinel
Traits
- Purifying Aura: Everything in a 10-foot radius sphere centered on the Radiant Sentinel is instantly cleaned, and any curse within the aura ends, as if under the effect of the Remove Curse spell. Creatures within this radius feel a vague sense of comfort.
- Angelic Healing: All healing performed by the Radiant Sentinel uses the highest number possible for each die instead of rolling the die.
- Giveth and Taketh Away: When the Radiant Sentinel heals any amount of hit points, they can choose a creature they can see within 60 feet of them. That creature takes radiant damage equal to half the hit points the Radiant Sentinel healed.
- Magic Resistance: The Radiant Sentinel has advantage on saving throws against spells and other magical effects.
- Magic Weapons: The Radiant Sentinel's weapons are considered magical for the purpose of overcoming resistance to non-magic damage.
- Ethereal Glow: The Radiant Sentinel casts a dim glow around itself extending about 10 ft.
Spell Casting
The Radiant Sentinel can cast spells using Charisma as its spellcasting ability (spell save DC 16, +7 to hit with spell attacks). It can cast the following spells:- at will: sacred flame (2d8), thaumaturgy, Guiding bolt (as a 1st level spell)
- 2/day each: Cure Wounds (as a 2nd level spell), Guiding bolt (as a 2nd level spell), bless, lesser restoration, healing word
- 1/day each: Cure wounds (as a 3rd level spell), Guiding bolt (as a 3rd level spell)
Actions
- Multiattack: The Radiant Sentinel may make up to two attacks on its turn, two of which must be with its longsword. Neither can be Blinding Light.
- Longsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) or 8 (1d10 + 3) if held in two hands, slashing damage plus 9 (2d8) radiant damage.
- Shield Bash: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage, plus 3 (1d6) piercing damage, and the target must make a DC 15 Strength saving throw or be knocked prone.
- Deliver Radiance: Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 16 (3d10) radiant damage.
- Blinding Light: Once a day, the Radiant Sentinel can unleash a flash of brilliant light, and any creatures within 45 ft must make a DC 18 Constitution saving throw or be blinded until the end of their next turn and take 18 (4d8) radiant damage.
Reactions
- Sentinal: when a creature within 5 feet of the Radiant Sentinel makes an attack against another creature, the Radiant Sentinel may make an attack of opportunity against the attacking creature.
- Shield Bash: When getting hit by a melee attack the Radiant Sentinal may use its reaction to use its Shield Bash attack against the attacking creature.
Legendary Actions
The Angel can take 2 legendary actions each round- Longsword (costs 1 action)
- Blinding Light (costs 2 actions)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 16 (+3) | 14 (+2) | 12 (+1) | 22 (+6) |
Armor Class: 17
Hit Points: 120
Speed: 35 ft.
Proficiency: +4 Saving Throws: DEX +7, CHA +10
Damage Resistance: Necrotic; non-magical Piercing, Slashing, Bludgeoning
Damage Immunities: Poison, Radiant
Condition Immunities: Charmed, Frightened
Senses: Blindsight 120 ft.
Languages: -
Challenge: 7 (2,900exp)
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