Chalkydri Angel
Medium celestial, neutral good
Armor Class
18 (natural armor)
Hit Points
123 (13d8 + 65)
Speed
40 ft., fly 90 ft.
STR
23 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
18 (+4)
CHA
19 (+4)
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened
Senses
darkvision 120 ft., passive Perception 18
Saving Throws
Con +9, Wis +8, Cha +8
Skills
Intimidation +8, Perception +8
Languages
all, telepathy 120 ft.
Challenge
12 (8,400 XP)
Angelic Weapons. The chalkydri’s weapon attacks are magical. When the chalkydri hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Divine Awareness. The chalkydri knows if it hears a lie.
Innate Spellcasting. The chalkydri’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
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At will: detect evil and good
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3/day: dispel evil and good, flame strike
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1/day: commune, raise dead
Magic Resistance. The chalkydri has advantage on saving throws against spells and other magic effects.
Actions
Multiattack. The chalkydri attacks twice with its glaive.
Glaive. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage plus 18 (4d8) radiant damage.
Javelin. Ranged Weapon Attack: +10 to hit, range 30/120 ft., target. Hit: 13 (2d6 + 6) piercing damage plus 18 (4d8) radiant damage.