Armor Class 25 (natural armor)
Hit Points 630 (45d10 + 360)
Speed 50 ft., fly 180 ft. (hover)
STR 26 (+8)
DEX 22 (+6)
CON 27 (+8)
INT 25 (+7)
WIS 28 (+9)
CHA 30 (+10)
Saving Throws Int +16, Wis +18, Cha +19, Con +17
Skills Perception +18, Religion +16, Persuasion +19, Athletics +17
Damage Resistances lightning, psychic, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison, radiant
Condition Immunities charmed, exhaustion, frightened, poisoned, petrified, stunned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 1 mile
Proficiency Bonus +9
Angelic Weapons. The Watcher's weapon attacks are magical. When they hit with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The archon knows if it hears a lie.
Detection. Zaphkiel is always under the effect of a detect evil and good spell.
Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.
Legendary Resistance (4/day). When Zaphkiel fails a saving throw he can choose to succeed.
Aura of Perfection. A glowing aura of sunlight radiates from Zaphkiel at all times, filling others with divine hope in a 60-foot radius. Other creatures allied to Zaphkiel have +10 to all saving throws, advantage on saving throws against spells and magical effects caused by fiends and undead, and they are under the effect of the beacon of hope, protection from evil and good, and shield of faith spells. Fiends and undead who start their turn in their aura must succeed a DC 27 Wisdom save or be turned for 1 hour. A turned creature must use their action to Dash away from Zaphkiel in the safest possible direction, if there’s no space to run, they will Dodge.
Actions
- Multiattack. Zaphkiel makes two Holy Touch attacks. Or it can Teleport and make one Light of Heaven attack.
- Holy Touch. Melee Weapon Attack: +17 to hit, reach 10 ft., one creature. Hit: 17 (2d8 + 8) bludgeoning damage plus 27 (6d8) radiant damage.
- Light of Heaven. Beams of sunlight come out of the stigmata on The Watcher’s hands. Ranged Spell Attack: +19 to hit, range 300 ft., one target. Hit: 62 (8d12+10) radiant damage. Any fiend, aberration, or elemental hit must make a DC 27 Charisma saving throw or be banished to their native plane if they aren’t on it already. On success they are blinded for 1 minute.
- Innate Spellcasting. The archon's spellcasting ability is Charisma (spell save DC 27). It can innately cast the following spells, requiring no material components:
- At will: mass cure wounds, sending, teleport (without chance of failure), continual flame
- 4/day each: blade barrier, dispel evil and good, resurrection (as an action), mass heal
- 2/day each: control weather, divine word, gate, forbiddance
- Healing Touch (4/Day). The archon touches another creature. The target magically regains 8d8 + 10 hit points and is freed from any curse, disease, poison, blindness, or deafness.
- Teleport. Zaphkiel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Legendary Actions
Zaphkiel can take 5 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 solar regains spent legendary actions at the start of its turn.
Smite. Zaphkiel makes a Holy Touch or a Light of Heaven attack.
Searing Burst (Costs 2 Actions). Zaphkiel emits magical, divine energy. Each creature of its choice in a 60-foot radius must make a DC 27 Dexterity saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The archon targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 27 Constitution saving throw or be blinded (evil creatures have disadvantage) until magic such as the lesser restoration spell removes the blindness.
Unravel Magic (Costs 2 Actions). The Watcher reaches out to end a magical effect on themselves or others. They choose one creature, object, or magical effect within range. Any spell of 7th level or lower on the target ends. If the spell is above 7th level Zaphkiel must make a Charisma check with a DC of 10 + the spell's level
Healing Wave (Costs 3 Actions). Channeling the energy of the Positive Energy plane, Zaphkiel can heal their allies with ease. In a 100-foot cone coming from the archon every creature of their choice and not behind full cover gains 30 temporary hit points
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