Angel Throne
Heaven’s Most Mysterious Powerhouse: The Angelic Thrones That Carry the God’s Will Like Fiery, All-Seeing Chariots!
A Throne manifests as a vast, sentient wheel, its rim and spokes layered with innumerable, radiant eyes, each pulsing with ancient awareness. The structure shimmers with a metallic sheen that shifts through an unseen spectrum, giving off the impression of emotionless intelligence. Surrounding it is a field of living fire and plasma-light, suspended in perfect harmony, giving the illusion of a star slowly rotating in place. The Throne radiates a sub-audible hum, like the deep resonance of the universe contemplating itself.
Behaviour:
Thrones are beings of profound detachment and incomprehensible purpose. They do not communicate in language but in frequency—tones, vibrations, and lightforms—that align the minds of lesser beings with cosmic law. Their actions are never impulsive; they follow patterns etched into the architecture of reality itself. To witness a Throne is to feel the unbearable weight of universal balance pass silent judgment.
Habitat:
These entities dwell in the highest strata of the Astral or Celestial Realms, orbiting the metaphysical core of reality. They exist where the raw forces of order and equilibrium converge, far beyond mortal perception. Though rarely seen in lower planes, their presence may be inferred in moments of great cosmic correction or existential upheaval.
Modus Operandi:
Thrones function as instruments of metaphysical balance. They are summoned only when the order of the multiverse is at risk—responding to vast karmic imbalances, temporal distortions, or the rise of entropy in structured systems. They do not travel so much as fold through dimensions, appearing precisely where equilibrium demands enforcement. Their influence is often indirect but absolute.
Motivation:
A Throne possesses no will of its own. It is the living expression of cosmic law—neutral, impassive, and immutable. It exists to maintain universal harmony, correcting deviations with precise, often catastrophic efficiency. It does not favor or condemn; it simply restores balance, whatever the cost.
Angel Throne 5e
Angel Throne 3.5
Throne
Huge Celestial Construct (Extraplanar), True Neutral
Armor Class 22 (natural armor)
Hit Points 420 (40d12 + 160)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 18 (+4) | 26 (+8) | 28 (+9) | 22 (+6) |
Saving Throws Int +15, Wis +16, Cha +13
Skills Arcana +15, Insight +16, Perception +16
Damage Resistances radiant, force, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, psychic
Condition Immunities charmed, frightened, paralyzed, prone
Senses truesight 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
TRAITS
Innate Order.
The Throne cannot be surprised and always acts on initiative count 20. Its will harmonizes with the laws of the universe.
Reality Anchor.
Teleportation, planar travel, and time-altering effects within 120 feet of the Throne require a DC 21 Charisma saving throw to succeed. This effect overrides spell immunity unless otherwise stated.
Multi-Eyed Awareness.
The Throne has advantage on saving throws against blindness and can see invisible and ethereal creatures.
INNATE SPELLCASTING (Psionics)
Wisdom is the spellcasting ability (spell save DC 24, +16 to hit with spell attacks).
It can innately cast the following spells, requiring no material components:
At will: detect thoughts, hold monster, banishment, dispel magic, wall of force
3/day each: synaptic static, plane shift (self only), forcecage, true seeing
1/day each: maze, time stop, antimagic field
ACTIONS
Multiattack.
The Throne uses Beam of Judgment twice and Gravitic Mandate once.
Beam of Judgment. (Ranged Spell Attack)
+15 to hit, range 120 ft., one target.
Hit: 36 (8d8) radiant damage. If the target is of chaotic alignment or origin, it takes an additional 16 (3d10) force damage.
This beam is emitted from the central eye ring and shaped by cosmic geometry.
Gravitic Mandate. (Recharge 5–6)
The Throne emits a pulse of mass-altering force in a 60-foot cone. Each creature must make a DC 23 Constitution saving throw.
- On a failure, a creature takes 66 (12d10) force damage and is restrained until the end of its next turn.
- On a success, the creature takes half damage and isn’t restrained.
Judicial Convergence. (1/day)
The Throne targets up to 3 creatures it can see within 120 feet. Each must succeed on a DC 21 Wisdom saving throw or be banished to a stasis realm for 1 minute. While banished, the creature is incapacitated and cannot be targeted or affected.
At the end of each of its turns, a creature can repeat the save to return to the space it left.
LEGENDARY ACTIONS
The Throne can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. It regains spent actions at the start of its turn.
Pierce Illusion.
One creature within 60 ft. loses invisibility, illusion, or polymorph effects for 1 minute (no save).
Equilibrium Pulse (Costs 2 Actions).
Each creature of the Throne’s choice within 60 feet must succeed on a DC 21 Strength saving throw or be pushed 30 feet and knocked prone.
Reset Causality (Costs 3 Actions).
The Throne re-rolls a failed saving throw, or forces one creature to re-roll a successful save.
LAIR ACTIONS (in its extradimensional sanctum)
On initiative count 20 (losing ties), the Throne can take a lair action:
- Gravitational Convergence: Flying creatures within 120 ft. must succeed on a DC 21 Strength save or be pulled 60 ft. toward the Throne and restrained until the end of their next turn.
- Stasis Pulse: One creature within 90 feet is targeted by hold monster (no concentration).
- Echo of Law: Until the next round, no creature in the lair can lie, and advantage rolls become normal.
REGIONAL EFFECTS (within a 1-mile radius or demi-plane)
The Throne’s presence causes the following:
- Lawburn: Chaotic-aligned creatures must succeed on a DC 21 Charisma save or gain 1 level of exhaustion upon entering the region.
- Soundless Geometry: Wild magic and chaos-based spells fail 50% of the time.
- Balance Enforcement: Spells and effects that distort time or probability (like wish, luck, or chaos bolt) fail unless the caster is Lawful.
These effects fade 1d10 days after the Throne is destroyed.

This creature has a generally humanoid body with two wings as other angels, but with five arms instead of two. Flames cover the body, with especially intense fire racing in a circle from arm to arm, as if they were spokes in a wheel.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Throne | |
Large outsider (Angel, Good) | |
Hit Dice | 21d8 + 189 (283 hp) |
Initiative | +12 |
Speed | 70 ft., Fly 170 ft. (good) |
Armor Class | 44 (+8 Dexterity, +9 insight, +18 natural, -1 size), touch 26, flat-footed 27 |
Base Attack/Grapple | +21/+37 |
Attack | Slam +32 melee (2d8 + 12) or flaming eyes +30 ranged touch (10d6 fire) |
Full Attack | 5 slams +32 melee (2d8 + 12) and 2 wings +27 melee (2d6 + 6) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Fiery strike, flaming eyes, spell-like abilities |
Special Qualities | Damage reduction 20/high magic and evil, Darkvision, fast healing 15, Low-Light Vision, immunity to fire, sonic, mind affecting effects and petrification, regeneration 5, resistance to acid 20, cold 20 and electricity 20, Spell Resistance 36 |
Saves | Fort +21, Ref +20, Will +21 |
Abilities | Strength 35, Dexterity 27, Constitution 28, Intelligence 26, Wisdom 28, Charisma 26 |
Skills | Concentration +28, Diplomacy +32, Intimidate +28, Knowledge (Arcana) +16, Knowledge (Geography) +17, Knowledge (history) +27, Knowledge (nature) +17, Knowledge (nobility) +16, Knowledge (the planes) +27, Knowledge (religion) +27, Listen +29, Perform (wind instruments) +28, Sense Motive +29, Spellcraft +29, Spot +29, Truespeak +27 |
Feats | Cleave, Combat Reflexes, Great Cleave, Holy Tongue*, Improved Initiative, Power Attack, Quicken Spell-Like Ability, Searing Spell-like Ability (x2), Whirlwind Attack * |
Environment | Upper Planes |
Organization | Solitary, pair or with escort (3-12 dominions) |
Challenge Rating | 22 |
Treasure | None |
Alignment | Always good (any) |
Advancement | 22-28 HD (Large) |
Fiery Strike (Ex): The natural attacks of a throne deal an equal amount of fire damage to the target. A creature within reach of a throne or attacking it with a natural weapon takes 5d6 fire damage every round. A creature taking fire damage from the throne must succeed on a Reflex save (DC 28) or catch fire. Creatures with the Evil subtype take half holy damage from the fire.
Flaming Eyes (Ex): A throne can shoot flames from its eyes as a standard action, requiring a ranged touch attack and dealing 10d6 fire damage. The flames have a range of 300 feet. Creatures with the Evil subtype take half holy damage.
Spell-Like Abilities:
- Always active –detect evil, tongues, true seeing;
- at will –bless, commune, daylight, greater dispel magic, fire storm (DC 26), fireball (DC 21), flame strike (DC 23), hallow, heal, holy aura, holy smite (DC 22), holy word (DC 25), incendiary cloud (DC 26), invisibility, panacea, planeshift, polymorph, telekinesis, greater teleport, true strike, wall of fire, wall of good;
- 3/day – commune, gate, meteor swarm (DC 27), miracle (DC 27), prismatic wall (DC 26), true resurrection.
Caster level 18th
Regeneration (Ex): A throne takes normal damage from evil weapons and spells.