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Song Angel

Size
Large
Type
Celestial
Challenge Rating
6
Source
Creature Codex
Alignment
Lawful-Good
Armor Class
15
Speeds
30, fly 60
Walking Speed
30
Flying Speed
60
Strength Score
12
Dexterity Score
16
Constitution Score
16
Intelligence Score
18
Wisdom Score
18
Charisma Score
21
Saving Throws
Wisdom, Charisma
Skill Proficiencies
Insight, Performance
Vision
Darkvision (120ft)
Languages Ref
all, telepathy 120 ft.
Hit Points
76
Condition Immunities
Charmed, Exhaustion 1, Frightened
Resistances
Resistant to Radiant Damage, Resistant to Non-Magical Damage
Languages
All, Telepathy (120ft)

Large celestial, lawful good


Armor Class 15 (natural armor)

Hit Points 76 (9d10+27)

Speed 30 ft., fly 60 ft.


STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
21 (+5)

Saving Throws Wis +7, Cha +8

Skills Insight +7, Performance +11

Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, frightened

Senses darkvision 120 ft., passive Perception 14

Languages all, telepathy 120 ft.

Challenge 6 (2,300 XP)

Angelic Weapons. The song angel's weapon attacks are magical. When the song angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The angel's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: alter self, calm emotions, charm person, create food and water, detect evil and good
3/day each: enthrall, silence, zone of truth
1/day each: irresistible dance, mass cure wounds

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 18 (4d8) radiant damage.

Horn of Blasting (Recharges 5-6). The song angel blows on its ram's horn, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 35 (10d6) thunder damage instead.

Horn of Spirits (Recharges after a Long Rest). The song angel blows on its brass horn, calling forth 10 (3d4 + 3) warrior spirits. These spirits appear within 60 feet of the angel and use tribal warrior statistics. When the spirits are summoned, one of them is always an ancient champion that uses berserker statistics. They disappear after 1 hour or when they are reduced to 0 hp. These spirits follow the angel's commands.

Change Shape. The angel magically polymorphs into a humanoid that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).

In the new form, the angel retains its game statistics and the ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Reactions

Heavenly Inspiration. When a creature the song angel can see fails an ability check or saving throw or misses with a weapon attack, the angel can sing a verse of divine music. If the creature hears this song, it can reroll the failed check, save, or attack roll with advantage.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.