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Angel, Chained

Medium · Celestial · CR 8 · Neutral Evil

Source. Tome of Beasts
Armor Class
16 (natural armor)
Hit Points and Hit Dice
88 (16d8+16)
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 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 200 ft (61 m)
Passive Perception 17

Saving Throws

Dexterity +6 Wisdom +7 Charisma +8

Skills

Perception +7

Languages

Common, Celestial, Infernal

Resistances & Immunities

Damage Immunities
fire, radiant
Damage Resistances
piercing

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Redemption

Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week.

Actions

Fallen Glory

Recharge 5–6

All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw.

Fiery Greatsword

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 within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level.

About Angel, Chained

Angel, Chained 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 88 hit points (derived from 16d8+16).

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

GM Tips: Using Angel, Chained

2 tips available

When using Angel, Chained 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.

Player Guide: Facing Angel, Chained

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.
  • 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.

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 Angel, Chained?
Angel, Chained has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
What type of creature is Angel, Chained?
Angel, Chained is a Medium Celestial, which affects how certain spells and abilities interact with it.
What languages does Angel, Chained speak?
Angel, Chained can communicate in Common, Celestial, Infernal.

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