Imperius, Archangel of Valor

by EinarTheRed

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Imperius, Archangel of Valor

Imperius stands as part of the Angiris Council where he acts as a combat leader. He also leads the Heavenly Host in the Eternal Conflict against the Burning Hells. An unyielding warrior of immense power and countless centuries of experience. Wielding Solarion, the Spear of Valor, he faces the legions of the Burning Hells personally facing down the mightiest demons and combating the Lesser Evils and Prime Evils.

When not tending to his duties as one of the Aspect of the Council he and his Luminarei train for the next phase of the Eternal Conflict to start. He usually resides in the Halls of Valor training almost every warrior angel in the Heavenly Host.

It is said that the appearance of angels is a reflection of their will and nature. Like all angels Imperius has no visible face, instead he has an ornate golden helmet placed over nothing but a dark void. Above his head is a large golden halo which appears almost as if it were a crown. The armor that makes up his body appears masculine, ornate, and undeniably thick. Around his waist is an armored battle kilt. His wings are each appear as four fiery blades that only add to his imposing figure.

Imperius’s Lair

Imperius is directly connected to the Halls of Valor in the High Heavens. Where warrior angels are trained in combat, they are said to echo songs of Imperius's valorous deeds and display the trophies of Imperius's victories.

Lair Actions

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

  • Summon Celestial is cast at a point Imperius can see within 90 feet of him. Roll 1d4, on an even an Avenger celestial is summoned, on an odd a Defender celestial is summoned. This spell does not require concentration by Imperius. The details for the creature's stat blocks are detailed in the spell.
  • Protective holy power surrounds a creature of Imperius's choice that he can see within 90 feet of him. The creature gains the effect of the shield of faith spell.
  • Offensive holy power surrounds a creature of Imperius's choice that he can see within 90 feet of him. That creature deals an extra 1d8 radiant damage.

Regional Effects

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

  • Lawful-aligned creatures within 1 mile of Imperius's lair deal an extra 1d8 radiant damage on their melee weapon attacks or spells that deal radiant damage.
  • Within 1 mile of Imperius’s lair creatures can echoes tales of Imperius's valorous victories.

If Imperius dies, these effects fade immediately.

Solarion, the Spear of Valor

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

The Spear of Valor is intrinsically connected to Imperius, Archangel of Valor. In his hands, the spear was used to combat the unending legions of the Burning Hells and lead the Heavenly Host through every stage of the Eternal Conflict.

The spear was said to be forged by Imperius in the heart of a dying star. It appears as a spear of gold with a militaristic design for it's handle a bladed counter weight. An eye catching ornate sun-like design connects the handle to the double spear point blade of the spear.

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

Returning. Immediately after the Attack, the weapon flies back to your hand. Additionally, no matter how far the weapon is away from you or if you are on a different plane of existence you can use a bonus action to call the weapon instantly to your hand in a flash of light.

Random Properties. The spear 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.

Revealing Flame. As an action you can release a gout of holy fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. It takes 3d10 radiant damage and 3d10 fire damage on a failed save, or half as much damage on a successful one.

A Shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form for 1 minute. It may repeat the save at the end of its turn, regaining the ability to transform on a success.

Additionally, creatures concealed by Illusion or Transmutation magic revert to their true form on a failed saving throw and their magic is dispelled.

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

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



Imperius, Archangel of Valor

Medium celestial (archangel), lawful neutral


  • Armor Class 23 (Natural Armor)
  • Hit Points 300 (24d8+192)
  • Speed 50 ft., fly 150 ft. (hover)

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

  • Saving Throws Int +15, Wis +15, Cha +18
  • Skills Perception +15
  • Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire, Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 120 Ft., passive Perception 25
  • Languages All, Telepathy 120 Ft.
  • Challenge 28 (120,000 XP)

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

Divine Awareness. Imperius knows if he hears a lie.

Innate Spellcasting. Imperius'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

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

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

On Valor's Wings (Mythic Trait; Recharges after a Long Rest). If Imperius is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 300 hit points and his armor begins to glow a golden red. A creature that touches Imperius or hits him with a melee attack while within 5 feet of him takes 5 (1d10) fire damage.

Presence of Valor. Friendly creatures within 30 feet of Imperius deal additional damage on their melee attack rolls equal to half Imperius's Strength modifier (rounded down). Imperius must be conscious to grant this bonus. This does not effect Imperius.

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

Actions

Multiattack. Imperius makes three attacks with Solarion.

Solarion, the Spear of Valor. Melee Weapon Attack: +21 to hit, reach 5 ft., or range 20/60 ft, one target. Hit: 26 (1d6 + 13) piercing damage plus 36 (8d8) radiant damage.

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

Leadership. Imperius 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 Imperius’s next turn.

Reactions

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

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

Legendary Actions

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

Attack. Imperius can make one attack with Solarion.

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

Wrath of the Angiris (Costs 2 Actions). Imperius emits magical, divine energy. Each creature of his choice in a 10-foot radius must make a DC 24 Dexterity saving throw, taking 18 (4d8) fire damage plus 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.

Mythic Actions

If Imperius’s mythic trait is active, he can use the options below as legendary actions for 1 hour after using On Valor's Wings.

Assault. Imperius makes two attacks with Solarion.

Call Armaments (Costs 3 Actions). Imperius summons 1d4 angelic armaments. Each armament targets a creature Imperius can see within 60 feet of himself and flies at the target. Each creature targets must make a DC 24 Dexterity saving throw or take 4 (1d6) piercing damage and 11 (3d6) radiant damage. The armaments all strike simultaneously, and Imperius can direct them to hit one creature or several.

 

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