Castiel (Jimmy Novak Vessel)
Medium celestial, neutral good
Armor Class 11
Hit Points 95 (10d8 + 50)
Speed 30 ft.
Abilities Str 20 (+5), Dex 13 (+1), Con 20 (+5), Int 19 (+4), Wis 20 (+5), Cha 20 (+5)
Saving Throws Wis +11, Cha +11
Skills Insight +11, Perception +11
Damage Resistances necrotic, radiant
Damage Immunities acid, cold, fire, lightning, thunder, poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 19 (22,000 XP)
Divine Awareness. Castiel knows if he hears a lie.
Innate Spellcasting. Castiel’s innate spellcasting ability is Charisma (spell save DC 19). Castiel can innately cast the following spells, requiring only somatic components:
- At will: detect evil and good, mage hand (the hand is invisible), protection from evil and good, teleportation (self and up to one other creature only)
- 3/day each: shield of faith, telekinesis
- 1/day each: commune, dream, plane shift (self only), true resurrection
Legendary Resistance (3/Day). If Castiel fails a saving throw, he can choose to succeed instead.
Magic Resistance. Castiel has advantage on saving throws against spells and other magical effects.
Regeneration. Castiel regains 10 hit points at the start of his turn. If Castiel takes force damage, this trait doesn’t function at the start of Castiel’s next turn. Castiel dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Castiel makes two attacks with his angel blade.
Angel Blade. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage. If the target is a celestial or a fiend, it must make a DC 19 Charisma saving throw. On a failed saving throw, the target takes 27 (5d10) force damage.
Sedating Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: The creature falls unconscious for 1 hour. If the target takes damage, or someone uses an action to shake or slap the target awake, it wakes. Celestial, fiends, undead and creatures immune to being charmed aren’t affected by this attack.
Smite. Melee Weapon Attack: +11 to hit; reach 5 ft.; one creature. Hit: 32 (5d10 + 5) force damage plus 22 (5d8) radiant damage and is permanently blinded. If this attack reduces the target to 50 hit points or fewer, and the target is a fiend that is not native to the plane of existence it is currently on, Castiel banishes it. The creature returns to its home plane.
Healing Touch (4/Day). Castiel touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
“Hey, Ass-Butt!” (1/Day). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 2 (1d4) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d4 fire damage at the end of each of its turns. And if the target is a celestial, it takes an additional 22 (5d8) force damage; if this attack reduces the target to 50 hit points or fewer, and the celestial is not native to the plane of existence it is currently on, it is banished. The creature returns to its home plane.
Revelation (1/Day). Castiel reveals his true form. Each non-celestial creature within 120 feet of Castiel must make a DC 19 Constitution saving throw. On a failed saving throw, the creature takes 27 (5d10) force damage plus 27 (5d10) radiant damage and is permanently blinded. On a successful saving throw, the creature takes half as much damage and isn’t blinded.
Castiel 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. Castiel regains spend legendary actions at the start of his turn.
Attack (Costs 2 Actions). Castiel makes an angel blade attack.
Detect. Castiel makes a Wisdom (Perception) check.
Teleport. Castiel innately casts the teleport spell, targeting only himself.