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Avoral

Medium celestial, neutral good

Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 16 (+3) 17 (+3) 18 (+4) 20 (+5)

Saving Throws Wisdom +8, Charisma +9
Skills Insight +8, Perception +8, Stealth +9
Damage Resistances lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified
Senses truesight 60 ft., passive Perception 18
Languages all, telepathy 120 ft.
Challenge 9 (5,000 XP)

Special Traits

  • Angelic Weapons. The avoral’s weapon attacks are magical. When the avoral hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).
  • Flyby. The avoral doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Keen Sight. The avoral has advantage on Wisdom (Perception) checks that rely on sight.
  • Innate Spellcasting. The avoral’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The avoral can innately cast the following spells, requiring only verbal components:

Actions

  • Multiattack. The avoral makes two Claw attacks.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 13 (3d8) radiant damage.
  • Wing Assault (recharge 5–6). The avoral flaps its wings, creating a 30-foot cone of violent wind. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone.
  • Healing Touch (2/day). The avoral touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene