Angel

Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

Lvl 12 angel
M8120
  • Divine Smite. Radiant
Lvl 14 angel
2200
If all allies are dead,
  • Detonate (reach 8). Radiant.

    To all targets in reach.

Lvl 15 angel
H10120
Make Two.
  • Stab..

    On crit: target takes 1d12 damage per round until the end of combat.

Level 15 Solo Large Angel
H315
Wil++++
Immune: Cold, Fire, Lightning, Necrotic.
Choose one.
  • Entomb.

    Range 5. DC 17 Wil save or be Frozen. Forces tapping out. Frozen body is pushed 20.

  • Shards.

    All in range 4, 1d4+20 Cold.

  • Ice Bolt.

    1d4+42 Cold.

  • Spark (locked).

    3d20 Lightning

  • Tribeam (locked).

    4d4 Cold, 2d20 Lightning and 3d6 Fire. Can be different targets.

BLOODIED:

155 HP, unlock Spark.

LAST STAND:

150 more. Unlock Tribeam. Entomb becomes free.

Level 17 Solo Angel
M450
Dex++ Wil+++
Choose two.
  • Blip.

    Teleport 10, even to the air.

  • Sword of Saint Elmo.

    1d6+21 Fire + Lightning. On Crit: Prone.

  • Arcing Flame.

    Range 5, 1d6+21 Fire + Lightning.

  • Explosion (costs 2).

    Range 2, 1d6+45 Fire + Lightning.

  • Soulrend (uncharged).

    Range 10, DC 18 Wil save or be dropped to 0 HP.

BLOODIED:

225 HP, Recharge Soulrend.

LAST STAND:

170 more. Recharge Soulrend.

Level 18 Solo Large Angel
M475
All++++
Immune: Cold, Fire, Lightning, Necrotic.
Choose one.
  • Blitz.

    Move 10, 1d10+20 Lightning + Fire.

  • Flash.

    Teleport 5, 3d10 Fire.

  • Entomb.

    Range 10. DC 19 Wil save or be Frozen. Forces tapping out. Frozen body is pushed 20.

  • Reliable Spear.

    50 damage.

  • Roar (locked) (once).

    All in range 10 must succeed a DC 19 Wil save or gain Fear for the rest of this combat. Fear means you can't approach Firnhalo.

  • Draconic Explosion (locked) (once).

    5d20 Fire + Lightning + Cold to all tapped in heroes. Moves Firnhalo to the final stage.

BLOODIED:

230 HP, unlock Roar.

LAST STAND:

180 more. Unlock Draconic Explosion.

Level 20 Solo Large Angel
H415
All+++
Choose two.
  • Dash.

    Move 10.

  • Bash.

    1d8+23.

  • Shackles.

    DC 20 Wil Save or be Shackled. Shackled heroes have movement halved until The Warden is no longer on this plane.

  • Bolt.

    Range 8, 1d8+23.

  • Ball of Light (once).

    All heroes make a DC 20 Dex save or take 3d20 Radiant.

BLOODIED:

205 HP, Recharge Ball of Light.

LAST STAND:

200 more. Recharge Ball of Light. Dash becomes free.

Level 22 Solo Gargantuan Angelic Dragon
M600
All+++++
Immune: Cold, Fire, Lightning, Necrotic.
Choose two.
  • Slink.

    Move 12

  • Slash.

    1d12+23

  • Tail.

    2d20

  • Wing Buffet.

    Push 5

  • Bite.

    5d10+25

  • Cone of Saint Elmo (once).

    Cone 20, DC 22 Dex save for half of 5d20 Fire + Lightning

BLOODIED:

300 HP, recharge Cone of Saint Elmo. Slink becomes free.

LAST STAND:

250 more. Entomb all tapped in heroes in ice, forcing them to tap out. Lose bite.

The Last Stand here will knock out the heavy hitters of this battle, leaving probably only a handful of the weaker heroes left. This is why bite is removed. The goal is for one of the lower-level heroes to strike the final blow.