Angel Lords
When an angel's power reaches the greater heights of divinity and they eventually become even in power with their own deity, they become an Angel lord.
Angel lords are the highest of all the celestial angels, on par with the lesser deities and even some of the solars.
Most deities would not allow their servants to reach this level of power for fear of usurpation or desertion. For celestials, power comes with pride and Angel lords do not lack in both.
In the abyss, arrogance is second nature so the demons there can survive no matter how arrogant they are but in the heavens, celestials are expected to be humble and tempered.
In the heavens, arrogance is rewarded with either death or exile.
This is the reason the why Angel lords are rare in number. They do not last long due to their arrogance.
For angels, exile is the same as a death sentence but for Angel lords, it isn't the same. Exile means that an Angel lord can finally have the chance to create their own realm where they no longer fear or follow anything.
Angel lords that are exiled have two outcomes. They either die or they survive.
Those that die are forgotten and their mistakes are written in history as the evil creatures that defied their masters. Angels of old are told to never tell of them and angels of new are told about their evils and to never emulate their actions.
Those that survived create history and create their own path where they act upon the things they used to believe in but were too weak to actually act on. The ones that survive are sources of inspiration for angels that do not believe in the same thing their deities believe in. An angel of Pelor might not have the same beliefs as its creator so an Angel lord is a source of inspiration for them.
Angel lords that survive usually create their own planes where they can rule and create a paradise which follows their beliefs. Angel lords fill their plane with celestials that were either exiled with them or wrongfully exiled by their deities.
Angel lords that have established themselves usually have a period where they receive implied threats from powerful celestials. This is because they are a threat to the gods who have a following of celestials as well.
After all, if one celestial can break off from their deity, what's stopping the others to follow suit.
Lair Actions
On initiative count 20 (losing initiative ties), the Angel lord takes a lair action to cause one of the following effects. The Angel lord can't use the same effect two rounds in a row:
- The Angel lord rips open a portal to its own plane and summons one planetar (MM p. 17) which appears in an unoccupied space within 60 feet of the Angel lord. The planetar obeys the Angel lord's commands (no action required) but it acts on its own initiative. The portal immediately disappears and the planetar lasts until it dies or the Angel lord dismisses it.
- Multiple beams of pure radiant energy appear from the heavens and hits three creatures of the Angel lord's choice that it can see within 120 feet of it. Each creature hit must make a DC 15 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed saving throw, or half as much damage on a successful one. The target gains no benefit from cover for this saving throw.
- The Angel lord conjures an aura of divine energy which heals each creature of its choice within 120 feet of it. Each creature that the Angel lord chooses regains 20 hit points.
Art Credit: Diego Gisbert Llorens
Angel Lord
Large celestial, lawful good
- Armor Class 24 (natural armor)
- Hit Points 420 (29d10 + 261)
- Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA 28 (+9) 22 (+6) 29 (+9) 26 (+8) 25 (+7) 30 (+10)
- Saving Throws Dex +14, Int +16, Wis +15, Cha +18
- Skills History +16, Perception +15, Religion +16
- Damage Resistances radiant
- Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception 25
- Languages all, telepathy 120 ft.
- Challenge 25 (75,000 XP)
Angelic Weapons. The Angel lord's weapon attacks are magical. When the Angel lord hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).
Divine Awareness. The Angel lord knows if it hears a lie.
Innate Spellcasting. The Angel lord's spell casting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components:
At will: commune, control weather, cure wounds (2nd level), detect evil and good, invisibility
3/day each: blade barrier, dispel evil and good, dispel magic, resurrection, sunbeam
1/day each: gate, sunburst
Legendary Resistance (3/Day). If the Angel lord fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Angel lord has advantage on saving throws against spells and other magical effects.
Mastery of Divine Energy. When the Angel lord casts sunbeam, the spell's damage increases to 8d8 radiant damage and it can do so as a bonus action. When it casts sunburst, the spell's damage increases to 20d6 radiant damage.
Actions
Multiattack. The Angel lord makes two weapon attacks.
Greatsword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit; 23 (4d6 + 9) slashing damage plus 36 (8d8) radiant damage.
Chains of the Divine. Ranged Weapon Attack: +14 to hit, range 40/80 ft., one target. Hit; 13 (2d6 + 6) bludgeoning damage plus 36 (8d8) radiant damage. If the target hit is a creature it must make a DC 22 Strength saving throw or be restrained. The target can repeat the saving throw at the start of each of their turns, ending the effect on themselves on a success. The Angel lord can manifest multiple chains and restrain multiple creatures. The chains are magically attached to the Angel lord and has 15 AC, 100 hit points and immunity to necrotic, poison and psychic damage.
Radiant Burst (Recharge 4-6). The Angel lord releases a burst of divine energy around itself. Each creature within 30 feet of the Angel lord must make a DC 26 Dexterity saving throw. On a failed save, a creature takes 54 (12d8) radiant damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Healing Touch (4/Day). The Angel lord touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Legendary Actions
The Angel lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Angel lord regains spent legendary actions at the start of its turn.
Teleport. The Angel lord magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Judgement (Costs 2 Actions). The Angel lord makes one Chains of the Divine attack against each creature within range. On a hit, a target takes no damage.
Wrath of the Divine (Costs 2 Actions). The Angel lord makes a weapon attack or casts sunbeam.
Heal Self (Costs 3 Actions). The Angel Lord magically regains 30 Hit Points.