Angel

Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

Lvl 12 angel
M8120
  • Divine Smite. Radiant
Lvl 14 angel
2200
If all allies are dead,
  • Detonate (reach 8). Radiant.

    To all targets in reach.

Lvl 15 angel
H10120
Make Two.
  • Stab..

    On crit: target takes 1d12 damage per round until the end of combat.

Level 17 Solo Angel
M450
Dex++ Wil+++
Choose two.
  • Blip.

    Teleport 10, even to the air.

  • Sword of Saint Elmo.

    1d6+21 Fire + Lightning. On Crit: Prone.

  • Arcing Flame.

    Range 5, 1d6+21 Fire + Lightning.

  • Explosion (costs 2).

    Range 2, 1d6+45 Fire + Lightning.

  • Soulrend (uncharged).

    Range 10, DC 18 Wil save or be dropped to 0 HP.

BLOODIED:

225 HP, Recharge Soulrend.

LAST STAND:

170 more. Recharge Soulrend.

Level 20 Solo Large Angel
H415
All+++
Choose two.
  • Dash.

    Move 10.

  • Bash.

    1d8+23.

  • Shackles.

    DC 20 Wil Save or be Shackled. Shackled heroes have movement halved until The Warden is no longer on this plane.

  • Bolt.

    Range 8, 1d8+23.

  • Ball of Light (once).

    All heroes make a DC 20 Dex save or take 3d20 Radiant.

BLOODIED:

205 HP, Recharge Ball of Light.

LAST STAND:

200 more. Recharge Ball of Light. Dash becomes free.