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Wounded Celestial in Dungeons & Dragons 5e

Wounded Celestial

Large celestial, lawful neutral
Armor Class 16 (natural armor)
Hit Points 115 11d10+55
Speed 40ft Fly: 120ft

STR
22 +6
DEX
14 +2
CON
20 +5
INT
19 +4
WIS
22 +6
CHA
19 +4

Saving Throws Con +8, Wis +9, Cha + 10
Skills Perception +9
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities charmed, exhausted, frightened
Senses Truesight 120 ft., passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 7

Innate Spellcasting. The celestial's spellcasting ability is Charisma (spell save DC 17). The celestial can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

1/day: commune, control weather, insect plague

3/day: blade barrier, dispel evil and good, flame strike, raise dead


Angelic Weapons. The celestial's weapon attacks are magical. When the celestial hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).
Divine Awareness. The celestial knows if it hears a lie.
Magic Resistance. The celestial has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The celestial makes two melee attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (1d8 + 6) radiant damage.
Healing Touch (4/Day). The celestial touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.


 

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