AC 19 (natural armor)
HP 115 (11d12+44; bloodied 57)
Speed 70 ft.
Proficiency +3; Maneuver DC 14
Skills Perception +5, Stealth +5
Damage Resistances poison, radiant
Condition Immunities charmed , fatigue , frightened , poisoned, strife
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Common
Good. The soldier radiates a Good aura.
Pack Tactics. The soldier has advantage on attack rolls against a creature if at least one of the soldier’s allies is within 5 feet of the creature and the ally isn’t incapacitated .
Regeneration. The soldier regains 6 hit points at the start of its turn if it has at least 1 hit point.
Shifting Celestial Armor. At the start of each of its turns, roll 1d6 to determine which type of weapon damage the soldier is immune to. On a 1 or 2, it has resistance to bludgeoning damage. On a 3 or 4, it has resistance to piercing damage. On a 5 or 6, it has resistance to slashing damage.
ACTIONS
Multiattack. The soldier attacks twice.
Holy Blade. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) magical slashing damage plus 13 (2d12) radiant damage. If the target is a creature, it makes a DC 14 Strength saving throw or it is knocked prone .
BONUS ACTIONS
Celestial Step. The soldier teleports to an unoccupied space it can see within 20 feet.
This ghostly warrior is the size of a house, its shining blade as tall as a ladder. The golden armor it wears morphs and flows across its spectral body, changing with each stuttering step guided by the heavy chain of wicked smoke that urges it forward.
Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.