Angel of the Dark

Family: Angels

Large celestial, lawful good

Armor Class 18 (plate)
Hit Points 161 (14d10 + 84)
Speed 50 ft., fly 100 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 24 (+7) 23 (+6) 18 (+4) 28 (+9) 25 (+7)

Saving Throws Dexterity +13, Wisdom +15, Charisma +13
Skills Insight +15, Perception +15
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison, radiant
Condition Immunities blinded, charmed, exhaustion, frightened, poisoned
Senses blindsight 300 ft., truesight 120 ft., passive Perception 25
Languages all, telepathy 120 ft.
Challenge 17 (18,000 XP)

SPECIAL TRAITS

  • Devoid of Light. While in darkness, the angel of the dark is invisible, has advantage on Dexterity (Stealth) checks, and can attempt to hide even when it is not obscured.
  • Divine Awareness. The angel of the dark knows if it hears a lie.
  • Innate Spellcasting. The angel of the dark’s innate spellcasting ability is Charisma (spell save DC 21). The angel of the dark can innately cast the following spells, requiring no components:
  • Infinite Void. Light obeys and bends to the angel’s will and is consumed by the void within the angel. Whenever the angel of the dark is subjected to radiant damage, it takes no damage and instead its weapons ignite with black flames for 1 minute. While the weapons are ignited, all weapon attacks of the angel of the dark deal an additional 1d8 fire damage on a hit.

ACTIONS

  • Multiattack. The angel of the dark makes four melee weapon attacks.
  • Ring Blade of Darkening. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage and the target is cursed for 1 minute. When a cursed creature tries to cast an evocation spell, the spell automatically fails. If the target is concentrating on an evocation spell, the concentration ends.
  • Chains of Banishment. The angel of the dark transforms shadows into pitch-black gateways and force creatures through them. This feature requires the angel of the dark to maintain concentration (such as concentrating on a spell) for 3 turns to take full effect. The concentration ends if the angel of the dark is in bright light, the angel leaves its current position, or when the angel uses this feature again. On the first turn of concentration, when the angel of the dark uses this feature, all shadows within 60 feet of it darken to a point that they are all devoid from even a scintilla of illumination. Any hostile creature within the area must make a DC 21 Wisdom saving throw. A creature is frightened until the end of the angel’s next turn on a failed save, or has advantage on its next saving throw to resist this feature and is not frightened on a successful one. A creature frightened by this feature can’t willingly move from its current position. On the second turn of concentration, unbreakable chains emerge from the shadows, entangling creatures. Any hostile creature within 60 feet of the angel must succeed on a DC 21 Dexterity saving throw or be restrained by the chains until the end of the angel’s next turn. A creature frightened by this feature has disadvantage on this roll. On the third turn of concentration, creatures that are restrained by this feature must make a DC 24 Charisma saving throw. A creature is pulled into the shadows and banished, returning to its home plane, on a failed save, or is stunned until the end of its next turn on a successful one. If the creature is native to the plane of existence that the angel is on and the creature has 100 hit points or fewer, the creature dies on a failed save..

REACTIONS

  • Shadowy Intervention. When a creature casts a spell within 30 feet of the angel, the angel of the dark can teleport to an unoccupied space within 5 feet of the creature, make a ring blade of darkening attack, and teleport back to its position. If the attack hits, the spell ends before taking effect.

LEGENDARY ACTIONS

The angel of the dark 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 of the dark regains spent legendary actions at the start of their turn.

  • Teleport. The angel of the dark magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
  • Elusive Shadows (Costs 2 Actions). The angel of the dark becomes an intangible shadow until the start of its next turn or until it is subjected to damage. For the duration, the angel of the dark is immune to any kind of damage.
  • In the Dark, All is One (Costs 3 Actions). Darkness does not discriminate; everything is the same when there is no light to reveal the differences. Until the end of the angel’s next turn, creatures within 60 feet of the angel can’t use a feature unless they all have the ability to use the same feature (including the angel). For example, the angel of the dark can make melee weapon attacks; thus, if all creatures within 60 feet of the angel are able to make melee weapon attacks, they can do so without a problem. Likewise, the angel of the dark has innate spellcasting; so, if all creatures within 60 feet have spellcasting, they can cast spells without a problem.

ABOUT

There is a misconception that agents of evil do their bidding in places where light can’t reach, because goodness can’t reach the depths of darkness. The truth is, order and benevolence has made their way through the dark, and it takes neither a blinding presence nor the protection of light to do work for the greater good.

Divine Creation. An angel of the dark is an angel and doesn’t require food, drink, or sleep.

Shadows of Divinity. Angels of the dark came into being when the holiest and the most brilliant light shone upon the deities of heavenly realms and cast a shadow. These angels rose from those shadows to serve as the light commands, in places where even the light can’t reach.

Section 15: Copyright Notice

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