Angels of Tamiel

by Nightkill101

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Unique Angels for Tamiel

Every God has their own angels and servants that serve them. Whether the god is good or evil. These angels are for the homebrew world of Tamiel, yet they can be adapted to any setting with some minor tweaks. As afterall we are hear to have fun.

Cypsa

Cypsa is a solar angel that seams to be made flawlessly of clockwork gears and steampunk technology. She serves the god of machines and technology, Imgara, faithfully and is the main servant that Imgara will send in when the gods followers are in their greatest need.

Agolorian

Algolrian is a primal deva angel that follows Modray. He is the first to accept the summons for nature clerics or druids to save the realms of nature choosing to fight with claws and the his god given gifts then with steel and sword. Seen more as primal combatant then and angel. He is still smart and will impart great wisdom to those who ask for it.

Sheeva

Sheeva is a solar angel that serves Ursa the God of war and the north winds. Her wings seem to be made out of flawless transparent ice. The very air around her seems to almost freeze in her presence. To look upon her face is to truly see the refection of your soul.

Aspira

Aspira is a fallen deva. She was once shone brightly in the hosts of Mount Celestia before her fall from grace at the hands of Dracuur. She is still falling however and can be redeemed, but if she continues down her current path she will soon fall beyond recognition.

Ulriel

Uriel is a fallen plantaer. She was once a mighty leader for the legions of The Architect, however after her god left the world in order to seal away an ancient evil and the hordes of demons banished back to the lower plans she was left without a purpose. It is here she was recruited by Tiamat. At the time Tiamat was not banished to the lower plans yet her slow fall into darkness had begun and seeing such a strong general without a leader how could she resist. Tiamat took Ulriel under her wing and such began the long fall with her new god. Faithfully serving Tiamat without question she will go to the prime material to aid the war efforts of Tiamats followers in their greatest times of need and her eons of battlefield experience comes with her.

Forgorian

Forgorian is a plantaer. He follows The Tyrant. He is the sword that The Tyrant sends when someone has slighted the world. Normally restrained in his gods realm until the prayers of The Tyrants follows can no longer purge evil on their own. So he is sent to hunt down those who cannot be caught only to either fail, and be sent right back after he reforms, or until he kills the target and gets restrained once more.



Cypsa, the Clockwork Masterpiece

Large Celestial, lawful neutral


  • Armor Class 25 (natural armour)
  • Hit Points 290 (20d10 + 180)
  • Speed 50 ft., fly 150 ft.

STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 28 (+9) 25 (+7) 25 (+7) 30 (+10)

  • Saving Throws Int +14, Wis +14, Cha +17
  • Skills Perception +14
  • Damage Resistances radiant
  • Damage Immunities necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120ft., passive Perception 24
  • Languages all, Telepathy 120 ft.
  • Challenge 21 (33,000 XP)

Angelic Weapon. Cypsa's weapon attacks are magical. When Cypsa hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. Cypsa know when she hears a lie.

Flyby. Cypsa doesn't provoke an attack of opportunity when she flies out of an enemies reach.

Innate Spellcasting. Cypsa's spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, holy weapon, resurrection

1/day each: commune, holy aura

Magic Resistance. Cypsa has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Cypsa makes two Omnissiah attacks.

Omnissiah (Greatsword). Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit 25 (4d6 + 11) slashing damage plus 27 (6d8) radiant damage.

Vanquisher Cannon. Ranged Weapon Attack: +13 to hit, range 120/600 ft., one target. Hit 17 (2d10 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that had100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. Cypsa releases her greatsword Omnissiah to hover magically in an unoccupied space within 5 ft. of her. If Cypsa can see the sword, she can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to her hands. If the hovering sword is targeted by any effect, Cypsa is considered to be holding it. The hovering sword falls if Cypsa dies.

Healing Touch (4/Day). Cypsa touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Cypsa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cypsa regains spent legendary actions at the start of her turn.

Teleport. Cypsa magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Wing Burst (Costs 2 Actions). Cypsa explodes shards of her bladed wings all around her. Each creature of her choice in a 15-foot radius must make a DC 24 Dexterity saving throw, taking 14 (4d6) piercing damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Clockwork Gaze (Costs 3 Actions). Cypsa targets one creature that she can see within 30 feet of her. The target must make a a DC 25 Wisdom saving throw or become effected by the slow spell. If the target can also see her, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such the lesser restoration spell removes the blindness.



Sheeva, the Glacial Queen

Large Celestial, Lawful Neutral


  • Armor Class 23 (Natural Armour)
  • Hit Points 334 (23d10 + 207)
  • Speed 50 ft., fly 150 ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 28 (+9) 25 (+7) 25 (+7) 30 (+10)

  • Saving Throws Int +14, Wis +14, Cha +17
  • Skills Perception +14
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from non magical weapons.
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightned, frostbitten, poisoned
  • Senses truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 23 (50,000 XP)

Angelic Weapons. Sheeva's weapon attacks are magical. When Sheeva hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Aura of Cold. The area within 30 feet of Sheeva counts as difficult terrain. Each creature that starts its turn within 30 ft. of Sheeva must make a DC 24 Constitution saving throw taking 7 (2d6) cold damage and suffer the frostbitten condition on a failed save, or half as much damage on a successful one with no condition.

Divine Awareness. Sheeva know if she hears a lie.

Flyby. Sheeva doesn't provoke an attack of opportunity when she flies out of an enemies reach.

Innate Spellcasting. Sheeva's spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells, requiring no material components:

At will: detect evil and good, frost fingers, invisibility (self only)

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather

Magic Resistance. Sheeva has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Sheeva makes two greathammer and type of attacks

Greathammer. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit 27 (2d12 + 8) bludgeoning damage plus 27 (6d8) radiant damage. In addition, the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it.

Icicle Spear . Ranged Weapon Attack: +12 to hit, range 120/600 ft., one target. Hit 17 (2d10 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that had100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Hammer. Sheeva releases her greathammer to hover magically in an unoccupied space within 5 ft. of her. If Sheeva can see the hammer, she can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to her hands. If the hovering hammer is targeted by any effect, Sheeva is considered to be holding it. The hovering hammer falls if Sheeva dies.

Healing Touch (4/Day). Sheeva touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Sheeva can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sheeva regains spent legendary actions at the start of her turn.

Teleport. Sheeva magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Freezing Burst (Costs 2 Actions). Sheeva emits magical, divine energy. Each creature of her choice in a 10 -foot radius must make a DC 23 Constitution saving throw, taking 14 (4d6) cold damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Sheeva targets one creature she can see within 30 ft. of her. If the target can see her, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the Lesser Restoration spell removes the blindness.



Forgorian, the Restrained Combatant

Large celestial, lawful neutral


  • Armor Class 19 (natural armour)
  • Hit Points 250 (20d10 + 140)
  • Speed 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA
25 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 24 (+7)

  • Saving Throws Con +13, Wis +12, Cha +13
  • Skills Perception +12
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft., passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 20 (25,000 XP)

Angelic Weapons. Forgorian's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 5d8 radiant (included in the attack).

Divine Awareness. Forgorian knows if he hears a lie.

Endless Pursuit. When Forgorian dies on a plane other then Acheron his essence is sent back to the Halls of The Tyrant 1d10 days later. If he is not summoned to hunt a target he cannot leave its great halls.

Innate Spellcasting. Fogorian's spellcasting ability is Charisma (spell save DC 20). Forgorian can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: dispel good and evil, flame strike, locate creature, raise dead

1/day each: commune, control weather, insect plague

Magic Resistance. Forgorian has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Forgorian makes two Spiked Chain attacks.

Spiked Chains. Melee Weapon Attacks: +13 to hit, reach 15 ft., one target. Hit 14 (2d6 + 7) peircing damage plus 22 (5d8) radiant damage. The target must succeed on a DC Dexterity saving throw or become grappled (escape DC 17). Forgorian can only have 2 creatures grappled at a time.

Spears of the Damned (Recharge 5-6). Forgorian looks at a creature within 150 feet that he can see. The target must make a DC 19 Dexterity saving throw taking taking 9 (2d8) plus 22 (5d8) radiant damage and are knocked prone and restrained or half as much on a success and not becoming prone or restrained.

Legendary Actions

Forgorian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Forgorian regains spent legendary actions at the start of his turn.

Chain Slam. Forgorian wrenches up to two creatures that he has grappled into the air and slamming them back down into the ground. Each creature takes 14 (4d6) bludgeoning damage and are knocked prone.

Find Those Who Hide. Forgorian makes a Perception check.

Healing Hands (Costs 3 Actions). Forgorian touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.



Ulriel, the Scaled Queen of the Damed

Large celestial, lawful evil


  • Armor Class 20 (natural armour)
  • Hit Points 225 (18d10 + 126)
  • Speed 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)

  • Saving Throws Con +12, Wis +11, Cha +12
  • Skills Perception +11
  • Damage Resistances acid, cold, fire, lightning, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge 16 (15,000 XP)

Fallen Angelic Weapons. Ulriel's weapon attacks are magical. When Ulriel hits with any weapon, the weapon deals an extra 5d8 of her choice of acid, cold, fire, lightning, or poison damage (included in the attack).

Divine Awareness. Ulriel knows if she hears a lie.

Innate Spellcasting. Ulriel's spellcasting ability is Charisma (spell save DC 20). Ulriel can innately cast the following spells, requiring no material components:

At will: divine favor, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, earthquake, insect plague

Magic Resistance. Ulriel has advantage on saving throws against spells and other magical effects.

The Architect's Blessing. Ulriel's Greathammer is a +2 magic weapon. It lost its name when The Architect left. As a bonus action the Greathammer can appear in Ulriel's hands as long as they are on the same plane of existence.

Actions

Multiattack. Ulriel makes two melee attacks

Greathammer. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 22 (2d12 + 9) bludgeoning damage plus 22 (5d8) of her choice of acid, cold, fire, lightning, or poison damage

Dragon's Breath (Recharge 5-6). Ulriel exhales an electrical icy blast of fire in a 60 ft. cone. Each creature in the area must make a DC 20 dexterity saving throw, taking 23 (5d8) cold, 23 (5d8) fire, and 23 (5d8) lightning damage on a failed save, or half as much damage on a successful one.



Agolorian, The Primal Combatant

Medium Celestial, Lawful good


  • Armor Class 17 (natural armor)
  • Hit Points 119 (14d8 + 56)
  • Speed 40 ft., fly 120ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 22 (+6) 20 (+5)

  • Saving Throws Wis +11, Cha +10
  • Skills Insight +11, Perception +11
  • Damage Resistances radiant; bludgeoning, piercing, slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge 13 (10,000 XP)

Angelic Weapons. Angolorian's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Flyby. Angolorian doesn't provoke an attack of opportunity when he flies out of an enemies reach.

Innate Spellcasting. Angolorian's spellcasting ability is Charisma (spell save DC 18). Angolorian can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

1/day each: commune, raise dead

Magic Resistance. Angolorian has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Angolorian makes four claw attacks

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 7 (1d4 +4) slashing damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day). Angolorian touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. Angolorian magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than his own, or back into his true form. Angolorian reverts to his true form if he dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Angolorian's choice). In a new form, Angolorian retains his game statistics and ability to speak, but his 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.



Aspira, the Fading Star

Medium Celestial, lawful evil


  • Armor Class 18 (natural armour)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft. fly 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

  • Saving Throws Wis +9, Cha +9
  • Skills Insight +9, Intimidation +9, Perception +9
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire
  • Condition Immunities burning, charmed, exhaustion, frightened
  • Senses Darkvision 120 ft., passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 12 (8,400 XP)

Fallen Angelic Weapons. Aspira's weapon attacks are magical. When Aspira hits with any weapon, the weapon deals an extra 4d8 fire damage (included in the attack). Aspira's fallen weapon is called SinDri. It is a +2 great twinblade that she can split into 2 greatswords as a bonus action or put back together as a bonus action. If the blades are together Aspira can make 1 attack with SinDri as a bonus action. If the bonus action attack hits is only deal 10 (1d6 + 7) slashing damage. She can only make a ranged attack if SinDri is separated.

Flyby. Aspira doesn't provoke an opportunity attack when she flies out of an enemies reach.

Fire Absorption. Whenever Aspira is subject to fire damage, she takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Innate Spellcasting. Aspia's spellcasting ability is Charisma (spell save DC 17). Aspira can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

1/day each: fire shield, raise dead

Magic Resistance. Aspira has advantage on saving throws against spells and other magical effects.

Regeneration. Aspira regains 10 hit points at the start of her turn. If she takes radiant damage this trait doesn't function at the start of her turn. Aspira dies only if she starts her turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Aspira makes two attacks with SinDri on her turn. She may replace one of these attacks with a Searing Hands attack

SinDri (Great Twinblade). Melee or Ranged Weapon attack: +11 to hit, reach 5ft. or 20/60 ft. range, one target. Hit 14 (1d12 + 7) slashing damage (if melee) or piercing damage (if ranged) plus 18 (4d8) fire damage. The target then must make a DC 15 Constitution saving throw or suffer the Bleeding condition (This has no effect on constructs or undead).

Searing Hands. Melee Weapon attack: +9 to hit, reach 5 ft., one target. Hit 22 (4d10) psychic damage plus 18 (4d8) fire damage. The target then must make a DC 15 Charisma saving throw or suffer the burning condition.

Change Shape. Aspira magically polymorphs into a Humanoid or beast that has a challenge rating equal to or less than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Aspira's choice). In a new form, Aspira retains her game Statistics and ability to speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that she lacks.

Reactions

Wing Parry. Aspira adds 5 to her AC against one attack that would hit. To do so she must see the attacker or know of its presence.

Legendary Actions

Aspira can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Aspira regains spent legendary actions at the start of her turn.

Sword Toss. Aspira splits SinDri and makes one ranged attack against a creature within range.

Burning Gaze (Cost 2 Actions). Aspira chooses a spot that she can see withing 30 feet of her. Everything withing a 10 foot must make DC 17 Dexterity saving throw taking taking 7 (2d6) fire damage or half as much on a success.

Flaming Tornado (Cost 3 Actions). Aspira cast the spell flame strike.

 

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