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:

  • At will: detect evil and good

  • 3/day: dispel evil and good, flame strike

  • 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.

medium
celestial
cr12
tome-of-horrors