Flight Goldnight Angel

(Plane Shift: Innistrad)

Medium celestial, Lawful Good

Armor Class17 (natural armor)
Hit Points136 (16d8 + 64)
Speed30 ft., fly 90 ft.
STRDEXCONINTWISCHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
Saving ThrowsCha +9, Wis +9
SkillsInsight +9, Perception +9
Damage Vulnerabilities—
Damage Resistancesradiant; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities—
Condition Immunitiescharmed; exhaustion; frightened
Sensesdarkvision 120 ft., passive Perception 19
Languagesall, telepathy 120 ft.
Challenge11

Traits

Angelic Weapons.

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

Magic Resistance.

The angel has advantage on saving throws against spells and other magical effects.

Goldnight Menace.

As an action, an angel of Flight Goldnight can strike fear into the hearts of its enemies. Each creature of the angel's choice that is within 120 feet of it and is aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC for this saving throw is the same as for the angel's Innate Spellcasting trait. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that angel's Goldnight Menace for the next 24 hours.

Actions

Multiattack.

The angel makes two melee attacks.

Mace.

Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day).

The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape.

The angel magically polymorphs into a humanoid or beast 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 a new form, the angel retains its game statistics and 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.

Innate Spellcasting

The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

1 each/day: commune, raise dead