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Song Angel

Large · Celestial · CR 6 · Lawful Good

Source. Creature Codex
Armor Class
15 (natural armor)
Hit Points and Hit Dice
76 (9d10+27)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
16
+3
CON
16
+3
INT
18
+4
WIS
18
+4
CHA
21
+5

Overview

Category Monsters
Size Large
Type Celestial
Alignment Lawful Good
XP 2300
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 14

Saving Throws

Wisdom +7 Charisma +8

Skills

Insight +7 Performance +11

Languages

all, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened

Traits

Angelic Weapons

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

Innate Spellcasting

The angel's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: alter self, calm emotions, charm person, create food and water, detect evil and good
3/day each: enthrall, silence, zone of truth
1/day each: irresistible dance, mass cure wounds

Actions

Change Shape

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

Horn of Blasting

Recharge 5–6

The song angel blows on its ram's horn, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 35 (10d6) thunder damage instead.

Horn of Spirits

The song angel blows on its brass horn, calling forth 10 (3d4 + 3) warrior spirits. These spirits appear within 60 feet of the angel and use tribal warrior statistics. When the spirits are summoned, one of them is always an ancient champion that uses berserker statistics. They disappear after 1 hour or when they are reduced to 0 hp. These spirits follow the angel's commands.

Scimitar

+6 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 plus 4d8 radiant damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 18 (4d8) radiant damage.

Reactions

Heavenly Inspiration

When a creature the song angel can see fails an ability check or saving throw or misses with a weapon attack, the angel can sing a verse of divine music. If the creature hears this song, it can reroll the failed check, save, or attack roll with advantage.

About Song Angel

Song Angel is a large celestial with a Challenge Rating of 6. It has a lawful good alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 76 hit points (derived from 9d10+27).

Song Angel has communication capabilities including all, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Song Angel

2 tips available

When using Song Angel in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Song Angel

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Song Angel?
Song Angel has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Song Angel?
Song Angel is a Large Celestial, which affects how certain spells and abilities interact with it.
What languages does Song Angel speak?
Song Angel can communicate in all, telepathy 120 ft..

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