Guardian of the Light

Large celestial, lawful good

Armor Class 20 (+2 plate)
Hit Points 228 (24d10 + 96)
Speed 40 ft., fly 60 ft.

25 (+7) 20 (+5) 19 (+4) 14 (+2) 20 (+5) 23 (+6)

Saving Throws Strength +13, Charisma +12
Skills Athletics +13, Perception +11, Persuasion +18
Damage Resistances fire, necrotic, lightning, psychic, thunder; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities radiant
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses truesight 120 ft., passive Perception 21
Languages Celestial, Common, telepathy 120 ft.
Challenge 18 (20,000 XP)


  • Angelic Weapons. The guardian’s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
  • Enlightening Presence. When the guardian enters an area in magical darkness caused by the darkness spell or a spell that causes similar effects, the area is illuminated by the presence of the guardian, and the darkness is dispelled.
  • Innate Spellcasting. The guardian’s spellcasting ability is Charisma (spell save DC 20). The guardian can innately cast the following spells, requiring only verbal components:
  • Legendary Resistance (3/Day). If the guardian fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.


  • Multiattack. The guardian of the light makes two melee weapon attacks.
  • Sword of Light (+1 Longsword). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 18 (4d8) radiant damage or 19 (2d10 + 8) plus 18 (4d8) radiant damage if wielded with two hands.
  • Radiant Wings (Recharge 5-6). The guardian of the light spreads its wings and radiates a divine light. Each creature within a 60-foot cone originating from the guardian must make a DC 21 Charisma saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one.


  • Omnipresence. When targeted by an attack, the guardian can suddenly disappear and reappear in a place it could normally move to with its speed, provided that the place is not heavily obscured.


The guardian of the light 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 guardian of the light regains spent legendary actions at the start of its turn.

  • Healing Light. The guardian spreads its wings and radiates a divine light from its body. Each evil-aligned creature within 20 feet of the guardian must make a DC 20 Charisma saving throw. On a failed save, they take 14 (4d6) radiant damage, and the guardian regains hit points equal to half of the damage the creatures take.
  • Attack (Costs 2 Actions). The guardian makes a Sword of Light attack.
  • Innate Spellcasting. (Costs 2 Actions). The guardian uses its Innate Spellcasting.


There are certain creatures of darkness who lure the innocent into the shadows to satiate their bloodlust, just as there are creatures of light who are the protectors of the innocent; even if the mortals do not know of their existence. Guardians of the light are sacred celestials, angels per se, who shine bright with holy radiance.

A guardian of the light rarely reveals itself before the frail eyes of mortals; they usually have to deal with dire situations that mortals are yet to know of. However, wherever the darkness of evil starts to blind worldly creatures, it is the duty of the Guardian of the Light is to illuminate their way, cleansing the darkness that plagues their hearts.

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

Section 15: Copyright Notice

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