Angel, Kalkydra

Family: Angels

Huge celestial, lawful good

Armor Class 18 (natural armor)
Hit Points 189 (14d12 + 98)
Speed 40 ft., climb 30 ft., fly 90 ft. (hover)

22 (+6) 14 (+2) 24 (+7) 17 (+3) 21 (+5) 23 (+6)

Saving Throws Con +12, Wis +10, Cha +11
Skills Insight +10, Perception +10
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, radiant
Condition Immunities charmed, exhaustion, frightened, poisoned, prone
Senses truesight 120 ft., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5


  • Angelic Weapons. The kalkydra’s weapon attacks are magical. When the kalkydra hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
  • Immortal Nature. The kalkydra doesn’t require food, drink, or sleep.
  • Magic Resistance. The kalkydra has advantage on saving throws against spells and other magical effects.


  • Multiattack. The kalkydra makes two Bite or Sunray attacks. It can replace one attack with a Constrict attack.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 18 (4d8) radiant damage.
  • Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the kalkydra can’t constrict another target.
  • Sunray. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 24 (4d8 + 6) radiant damage plus 9 (2d8) fire damage.
  • Song of Sunrise (1/Day). The kalkydra sings a song to welcome the dawn, causing sunlight to fill the area in a 120-foot radius around it. This effect lasts for 1 minute.
  • Spellcasting. The kalkydra casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):


  • Solar Nimbus. When the kalkydra is hit by an attack, it surrounds itself in a fiery nimbus, searing the attacker. The attacker takes 9 (2d8) fire damage and 9 (2d8) radiant damage, and the nimbus sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the start of the kalkydra’s next turn, a creature within 5 feet of the kalkydra that hits it with a melee attack takes 9 (2d8) fire and 9 (2d8) radiant damage.


When fighting on any battlefield, the kalkydra can invoke their nature as a patron of warriors and the besieged to take lair actions. On initiative count 20 (losing initiative ties), the kalkydra takes a lair action to cause one of the following effects; the kalkydra can’t use the same effect two rounds in a row:

  • Adverse Terrain. The ground cracks and crumbles in a 30- foot radius centered on a point Iilari’jil can see within 120 feet of them. The area is difficult terrain for hostile creatures and lasts until Iilari’jil uses this lair action again or until the archangel dies.
  • Blinding Burst. Radiance bursts from a point the kalkydra can see within 90 feet of them. Each hostile creature within 20 feet of that point must succeed on a DC 21 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Luminous Blessing. The kalkydra’s form illuminates, shedding bright light in a 60-foot radius and dim light for an additional 60 feet and infusing nearby weapons with divine energy. The light is sunlight and dispels magical darkness created by a spell of 6th level or lower or by a creature with a challenge rating of 22 or lower. The weapon attacks of friendly creatures in the bright light are magical. The light lasts until initiative count 20 on the next round.


A massive serpent appears with gleaming copper scales and eyes of emerald green. From its back unfold six pairs of feathered wings that shine a pearlescent white.

Kalkydra are loyal servants and emissaries of solar deities. Their joyous songs herald the dawning of each day, and their melancholy refrains echo in the heavens as the sun sets each evening. It is said that those blessed by a solar deity can hear these songs echo across the aether while watching the sun rise or set, a reminder that they are watched over and protected.

Hatred of Darkness. While kalkydras oppose all evil, they are particularly vigilant against servants of darkness, especially undead that lurk at night, such as specters and vampires, and mortals and fiends that create, aid, or abet those undead.

There are times when the rare kalkydra falls from grace, forsaking its deity to consort with evil. Such fallen angels shroud the land in darkness so that evil may better execute its devious machinations.


For a fallen kalkydra, replace daylight with darkness on its list of spells, and replace Song of Sunrise with the following action:

Sing Out the Sun (1/Day). The kalkydra sings a song that accompanies the sunset, draining the light from the area and creating an area of magical darkness in a 120-foot radius around it. This effect lasts for 1 minute.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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