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Chained Angel

Medium · Celestial · CR 8 · Neutral Evil

Armor Class
16 (natural armor)
Hit Points and Hit Dice
121 (22d8 + 22)
Challenge Rating CR
8

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
16
+3
CON
12
+1
INT
12
+1
WIS
18
+4
CHA
20
+5

Overview

Category Monsters
Size Medium
Type Celestial
Alignment Neutral Evil
XP 3900
Initiative Bonus +3

Movement

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

Senses

Darkvision 200 ft (61 m)
Passive Perception 17

Saving Throws

Dexterity +6 Wisdom +7 Charisma +8

Skills

Perception +7

Languages

Celestial, Common, Infernal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, radiant
Damage Resistances
piercing
Condition Immunities
charmed, exhaustion

Traits

Immortal Nature

The chained angel doesn’t require food, drink, or sleep.

Magic Resistance

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

Redemption

When a creature casts the knock spell on the chained angel’s chains, the chains release a blast of unholy flame. The spellcaster must make a DC 16 Dexterity saving throw, taking 16 (3d10) fire damage and 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. If the spellcaster survives, the chained angel must immediately make a DC 17 Wisdom saving throw. On a success, the angel’s chains fall away. It is restored to its senses and the form it had before it was chained, typically a deva. On a failure, the chained angel remains chained for 7 days, and during that time, any further attempts to cast knock on the angel’s chains fail.

Actions

Fallen Glory

Recharge 5–6

Each creature the chained angel can see within 50 feet of it must make a DC 15 Strength saving throw. On a failure, a creature takes 19 (3d12) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.

Fiery Greatsword

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 plus 3d10 fire damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage.

Multiattack

The chained angel makes two Fiery Greatsword attacks.

Reactions

Fiendish Cunning

When a creature the chained angel can see within 60 feet of it casts a spell that appears on the cleric or paladin spell list, the chained angel can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the chained angel must make the ability check no matter the level of the spell.

About Chained Angel

Chained Angel is a medium celestial with a Challenge Rating of 8. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 121 hit points (derived from 22d8 + 22).

Chained Angel has communication capabilities including Celestial, Common, Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Chained Angel

3 tips available

When using Chained 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.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • 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 Chained Angel

3 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.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • 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 8.

Solo Encounter:

A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 7,200 XP
  • Hard: 10,800 XP
  • Deadly: 14,400 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 Chained Angel?
Chained Angel has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
What type of creature is Chained Angel?
Chained Angel is a Medium Celestial, which affects how certain spells and abilities interact with it.
What languages does Chained Angel speak?
Chained Angel can communicate in Celestial, Common, Infernal, telepathy 120 ft..

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