Tyrael, Archangel of Justice

by EinarTheRed

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Tyrael, Archangel of Justice

Tyrael stands as part of the Angiris Council where he acts as guardian. He aids Imperius in the defense of the High Heavens and the assaults on the Burning Hells. Once an merciless judge, the sacrifice of a hero work Tyrael to the heights humanity could reach, since then he has become humanities secret defender. Wielding El'druin, the Sword of Justice, he defends humanity and the High Heavens.

When not tending to his duties as one of the Aspects of the Council he and his Sicarai administer the Courts of Justice where they pay homage to the fallen.

It is said that the appearance of angels is a reflection of their will and nature. Like all angels Tyrael has no visible face, instead he has an start white cowl placed over nothing but a dark void. His armor appears golden and masculine and resembles a knight. He also has a white tabard with intricate golden designs. His wings appear as brilliant white tendrils connected to small golden armored spikes tipped with crystals.

Tyrael’s Lair

Tyreal is directly connected to the Courts of Justice in the High Heavens. A place of grieving where angels mourn their fallen brethren or attempt to find their balance after the horrors they have seen.

Lair Actions

On initiative count 20 (losing initiative ties), Tyrael takes a lair action to cause one of the following effects; Tyreal can’t use the same effect two rounds in a row:

  • Tyrael judges a creature he can see within 120 feet of himself. The creature must make a DC 18 Wisdom saving throw or be stunned for 1 minute. The creature may repeat the saving throw at the end of its turn.
  • Creatures of Tyrael's choice within 120 feet of himself must make a 18 Charisma saving throw. Roll 1d6. If the number of creatures that succeed on the saving throw is greater than the number rolled, nothing happens. Otherwise, the creatures who failed the saving throw are restrained. an affected creature may repeat the saving throw at the end of its turn.
  • Tyrael marks a creature within 120 feet of himself for execution. Tyrael's next attack against the marked target is made at advantage.

Regional Effects

The region containing Tyrael’s lair is warped by Tyrael’s magic, which creates one or more of the following effects:

  • Good-aligned or lawful-aligned creatures within 1 mile of Tyrael's lair can see the true form of any creature concealed by Illusion while the creature is within 30 feet of the lawful-aligned creature and within Line of Sight.
  • Good-aligned or lawful-aligned creatures within 1 mile of Tyrael’s lair are magically suffused with life. Death saving throws are made at advantage.

If Tyrael dies, these effects fade immediately.

El'druin, the Sword of Justice

Weapon (longsword), artifact (requires attunement by a creature of lawful or good alignment)

The Sword of Justice is intrinsically connected to Tyrael, Archangel of Justice. In his hands, the sword was used to uphold law and order and face down the legions of the Burning Hells. The weapon chooses who can attune to it and who can't. Only those with a righteous heart can wield the blade, and will not aid its user if used in anger.

The blade appears to be ornate, with a holden pommel and winged crossguard. At the top of the pommel is a brilliant gem that glows with a brilliant radiance and suffuses the silvery blade with light and power.

Angelic Weapon. El'druin grants a +3 bonus to attack and damage rolls made with it. The sword deals an extra 9 (2d8) radiant damage to any creature it hits.

Arm of the Law. The sword ignores resistances and treats immunity as resistance instead.

Random Properties. The sword has the following randomly determined properties:

  • 2 minor beneficial properties
  • 1 major beneficial property

Angelic Language. You can speak, read, and write Celestial.

Celestial Resistance. You have resistance to necrotic and radiant damage.

Righteous Shield. As an action you can pierce the ground beneath you with the sword and create a divine shield. While the shield is active you and allies within 5 feet of you have three-quarters cover and have advantage on Dexterity saving throws. Deduct the time the shield is active, in increments of 1 turn, from the sword's maximum duration of 2 minutes. After 2 minutes of use, the Righteous Shield ceases to function. For every uninterrupted period of 12 hour the Righteous Shield goes unused, it regains 1 minute of duration.

Sustenance. While you wield the sword you do not require food or drink to survive.

Destroying the Sword. Once Tyrael has been vanquished or has given up his celestial essence can the Sword be destroyed. The sword can be broken upon the the Hellforge deep in the Burdning Hells using Hell Forge Hammer.



Tyrael, Archangel of Justice

Medium celestial (archangel), lawful good


  • Armor Class 21 (Natural Armor)
  • Hit Points 348 (24d8+192)
  • Speed 50 ft., fly 150 ft. (hover)

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

  • Saving Throws Int +15, Wis +15, Cha +19
  • Skills Perception +15
  • Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 120 Ft., passive Perception 25
  • Languages All, Telepathy 120 Ft.
  • Challenge 27 (105,000 XP)

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

Divine Awareness. Tyrael knows if he hears a lie.

Innate Spellcasting. Tyrael's spell casting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:

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

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

 1/day each: commune, control weather

Justice Itself (Mythic Trait; Recharges after a Long Rest). If Tyrael is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 300 hit points and uses his Teleport Legendary Action.

Legendary Resistance (3/Day). If Tyrael fails a saving throw, he can choose to succeed instead.

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

Presence of Justice. Friendly creatures within 30 feet of Tyrael that take damage of any kind reduce that damage taken by half Tyrael's Constitution modifier (rounded down). Tyrael must be conscious to grant this bonus. This does not effect Tyrael.

Unreadable Face. Tyrael is immune to any effect that would sense his emotions or read his thoughts. Wisdom (Insight) checks to ascertain Tyrael’s intentions or sincerity are made with disadvantage.

Actions

Multiattack. Tyrael makes two attacks with El'druin.

El'druin, the Sword of Justice. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 16 (1d8 + 11) slashing damage plus 36 (8d8) radiant damage.

Flying Sword. Tyrael releases El'druin to hover magically in an unoccupied space within 5 ft. of it. If Tyrael can see the sword, Tyrael 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 Tyrael's hands. If the hovering sword is targeted by any effect, Tyrael is considered to be holding it. The hovering sword falls if Tyreal dies.

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

Leadership. Tyrael utters a few inspiring words to one creature he can see within 30 feet of him. If the creature can hear him, it can add a d10 to one attack roll or saving throw it makes before the start of Tyrael’s next turn.

Reactions

Parry. Tyrael adds 4 to his AC against one melee Attack that would hit it. To do so, Tyrael must see the attacker and be wielding a melee weapon.

Legendary Actions

Tyrael 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. Tyrael regains spent legendary actions at the start of their turn.

Attack. Tyrael can make one attack with El'druin. If El'druin is in flight, he uses his Flying Sword ability instead.

Teleport. Tyreal magically teleports, along with any equipment he is wearing or carrying, up to 120 ft. to an unoccupied space he can see.

Divine Command (Costs 3 Actions). Tyrael commands up to two allies. Those allies can use their reaction immediately to make one weapon attack against a creature of Tyrael's choice that he can see.

Mythic Actions

If Tyrael’s mythic trait is active, he can use the options below as legendary actions for 1 hour after using Justice Itself.

Judgement. Tyrael makes two attacks with El'druin. Tyrael must wield El'druin to use this Mythic action.

Trial of the Wicked (Costs 3 Actions). Tyrael targets one creature within 60 feet of himself that he can see. The target must make a DC 26 Charisma saving throw or banished as if by the banishment spell which Tyrael begins concentrating on. While banished the creature takes 1d4 radiant damage as it stands trial from the ultimate judge.

Izual

Izual was once Tyrael's most trusted lieutenant and close friend, he would become a hero of the High Heavens. Once he was able to even drive the Prime Evils from the Diamond Gates of the High Heavens personally. However, in an ill-fated and unsanctioned attempt to raid on the Hellforge to stop the creation of a powerful weapon his angels were killed and he was captured. Twisted by the Prime Evils he would give up many of Heaven's secrets. Eventually he would become known as Izual the Betrayer.

It is said that the appearance of angels is a reflection of their will and nature and Izual's angelic form was no different. Like all angels Izual has no visible face, instead he has a deep blue cowl that is peaked with an resplendent blue gen over nothing but a dark void. He bore a knightly golden armored form with a deep blue tabard that matched his cowl. His wings were a normal array of radiant tendrils of light.

In his demonic form after his betrayal he stood a larger, more muscular, figure of chilly blue flesh. He born demonic wings and tail and hoofed feat. His once faceless void is replaced by a vicious demonic visage with blood red eyes, sharp fangs and horns sticking out the sides of his head and another off his forehead. Some of his once gilded armor has been bent and twisted to fit his new form, the rest, discarded.

Azurewrath

Weapon (longsword), legendary (requires attunement)

An angelic sword blessed by the angel creating Lightsong, it was wielded by Izual, Tyrael's most trusted lieutenant, before and after his corruption and betrayal of the High Heavens.

The sword appears to be ornate, with a glorious glowing blue crystal forming the blade of the weapon. It also has a gilded wing creating the pommel and morphing into the knuckle guard, before wrapping back into the top of the handle to hold the blade.

Angelic Weapon. Azurewrath grants a +2 bonus to attack and damage rolls made with it. The sword deals an extra 9 (2d8) cold damage to any creature it hits. If it hits a fiend or undead it deals an extra 1d8 radiant damage.

Angelic Language. You can speak, read, and write Celestial.

Runeblade Resistance. You have resistance to cold and radiant damage.

Sustenance. While you wield the sword you do not require food or drink to survive.


Izual

Medium celestial (angel), lawful good


  • Armor Class 19 (Natural Armor)
  • Hit Points 200 (20d8 + 112)
  • 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 +13, WIS +12, CHA +13
  • Skills Perception +12
  • Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Cold
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses Truesight 120 ft., Passive Perception 22
  • Languages All, Telepathy 120 ft.
  • Challenge 17 (18,000 XP)

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

Divine Awareness. Izual knows if he hears a lie.

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

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

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

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

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

Unreadable Face. Izual is immune to any effect that would sense his emotions or read his thoughts. Wisdom (Insight) checks to ascertain Izual’s intentions or sincerity are made with disadvantage.

Actions

Multiattack. Izual makes two attacks with Azurewrath.

Azurewrath. Attack Style: +15 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 9) slashing damage plus 22 (5d8) radiant damage plus 9 (2d8) cold damage.

Healing Touch (4/Day). Izual touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

 

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