Styktide, Zelus (Archangel Michael)
Zelus is the son of Pallas and Styx and brother of Nike, Cratos and Bia, and part of Zeus‘ retinue. He is the personification of dedication and emulation.
Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
Zelus is the foremost among the champions of the Upper Planes. Of the four archangels, only Zelus is Lawful Good, and he begins to grow lonely. He has lost comrades in arms as close to him as his angel brothers over the eons. While always welcome on Mount Olympus,
Zelus has been spending less time there as of late. No one shares his confidence as Eblis the First Fallen once did. His eternal vigilance has not faltered however, and he remains steadfast in ensuring that Evil is brought low throughout the cosmos.
- Styktide, Zelus (Archangel Michael) 5E Stat Block
- Styktide, Zelus (Archangel Michael) 3.5 Edition Stat Block
Styktide, Zelus (Archangel Michael)
Kain’s 5e Monstrous Manual – Page 58 – Dicefreaks (tapatalk.com)
Large celestial, lawful good
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Armor Class 27 (plate, shield, helm)
Hit Points 792 (44d10 + 352)
Speed 50 ft., fly 150 ft.
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STR 26 (+8) DEX 22 (+6) CON 26 (+8) INT 25 (+7) WIS 30 (+10) CHA 30 (+10)
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Saves Str +9, Dex +7, Con +18, Int +17, Wis +20, Cha +20
Skills Athletics +17, Perception +16, Religion +25
Damage Resistances fire, electricity; ranged attack damage
Damage Immunities critical hits, necrotic, poison, radiant; bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Treasure Sword of the Spirit, Armatus de Deus
Challenge 30 (155,000 XP)
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Angelic Weapons. Michael’s weapon attacks are magical. When Michael hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).
Divine Awareness. Michael knows if he hears a lie.
Innate Spellcasting. Michael’s spell casting ability is Charisma (spell save DC 25). Michael does not need to concentrate; the spells last for their maximum duration after he casts them. He can innately cast the following spells, requiring no material components:
At will: banishing smite, blinding smite, detect evil and good, dispel magic, greater invisibility, plane shift, staggering smite, teleport
3/day each: blade barrier, commune, dispel evil and good, divine word, true resurrection
1/day each: control weather, earthquake
Legendary Resistance (7/day). If Michael fails a saving throw, he can choose to succeed instead.
Magic Resistance. Michael has advantage on saving throws against spells and other magical effects.
ACTIONS
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Multiattack. Michael makes two attacks with his sword and one with his wings.
Sword of the Spirit. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) slashing damage plus 36 (8d8) radiant damage.
Wings. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage plus 36 (8d8) radiant damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone. A flying creature that fails its save falls.
Holy Light. Ranged Weapon Attack: +18 to hit, range 600 ft., one target. Hit: 54 (10d8 + 9) radiant damage. If the target is a creature that has 200 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. Michael releases his sword to hover magically in an unoccupied space within 5 feet of him. If Michael can see the sword, Michael can mentally command it as a bonus action to fly up to 100 feet and either make two attacks against a target or return to Michael’s hand. If the hovering sword is targeted by any effect, Michael is considered to be holding it. The hovering sword falls if Michael dies.
Healing Touch. Michael touches another creature. The target magically regains 80 (16d8 + 8) hit points and is freed from any curse, disease, poison, blindness, or deafness.
REACTIONS
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Deflect Missiles Michael becomes the target of a ranged attack targeting another creature within 10 feet.
LEGENDARY ACTIONS
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Michael 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. Michael regains spent legendary actions at the start of its turn.
Blinding Gaze. Michael targets up to three creatures he can see within 60 feet of him. If the target can see him, the target must succeed on a DC 27 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Royal Priesthood. Michael casts a spell on the cleric or paladin spell list. Spells of 4th-6th level cost 2 legendary actions. Spells of 7th-9th level cost 3 legendary actions.
Searing Burst. Michael emits magical, divine energy. Each creature of his choice in a 30-foot radius must make a DC 27 Dexterity saving throw, taking 27 (5d10) fire damage plus 27 (5d10) radiant damage on a failed save, or half as much damage on a successful one.
Possessions
Armatus de Deus: The breastplate of righteousness is a +3 breastplate of invulnerability.
The helm of salvation functions as a ring of protection and negates critical hits.
The shield of faith is a +3 shield that provides resistance to all ranged attack damage. As a reaction, its wearer can cause a ranged attack aimed at a target within 10 feet of its position to target the wearer instead.
The belt of truth creates a zone of truth (Charisma save DC 18) within 15 feet of its wearer. Any illusions or transmutations are suppressed in the zone.
The greaves of peace create a sanctuary effect (Wisdom save DC 18) around the wearer. If the wearer retaliates against a hostile attacker, the sanctuary effect ends for that creature only. If the wearer ever initiates hostilities, the sanctuary ends until the wearer takes a long rest.
The sword of the spirit is a +3 longsword. Against undead and fiends, the damage it deals reduces their hit point maximum by an equal amount. The reduction lasts until they take a long rest. It can be used to make a ranged attack at 120 ft./600 ft. range with a holy light blast, dealing its normal damage as radiant damage.
When worn together, the armor functions as +3 plate armor of invulnerability with an always active holy aura. (DC 18 vs blinding).
This armor is also the source of Michael’s additional Legendary Resistance.
Zelus (Archangel Michael)
Zelus (Archangel Michael) | |
Large outsider (Angel, Cosmic, Good) | |
Hit Dice | 57d8 + 855 (1,311 hp) |
Initiative | +14 |
Speed | 70 ft., Fly 350 ft. (good) |
Armor Class | 101 (+12 armor, +19 deflection, +14 Dexterity, +13 insight, +25 natural, +9 shield, -1 size), touch 55, flat-footed 74 |
Base Attack/Grapple | +57/+82 |
Attack | Sword of the Spirit +90 melee (2d8 + 38 /17-20/x3) or slam +77 melee (3d6 + 21) |
Full Attack | Sword of the Spirit +90/+85/+80/+75 melee (2d8 + 38 /17-20/x3) and Shield of Faith 84/+79/+74/+69 melee (1d6 + 17) and 6 wings +72 melee (2d10 + 10 and stun) |
Space/Reach | 10 ft./ 10 ft. |
Special Attacks | Call angels, crush evil, furious counterstrike, maneuvers, spell-like abilities, spells, stun |
Special Qualities | Cosmic entity, damage reduction 40/epic, major evil and silver, Darkvision, fast healing 30, immune to electricity, fire, mind affecting and petrification, lowlight vision, mettle, regeneration 20, resistance to acid 40, cold 40 and sonic 40, Spell Resistance 63, steely resolve (75) |
Saves | Fort +55, Ref +54, Will +72 |
Abilities | Strength 52, Dexterity 39, Constitution 40, Intelligence 33, Wisdom 37, Charisma 48 |
Skills | Balance +80, Climb+51, Concentration +45, Craft (armor) +41, Craft (weapons) +41, Diplomacy +79, Handle Animal +38, Intimidate +79, Jump +65, Knowledge (history) +41, Knowledge (nature) +31, Knowledge (nobility) +41, Knowledge (the planes) +71, Knowledge (religion) +71, Knowledge (tactics) +71, Listen +63, Martial Lore +71, Perform (sing) +69, Profession (farmer) +33, Ride +46, Search +31, Sense Motive +93, Spellcraft +41, Spot +73, Survival +43 (+49 on other planes, +45 tracking), Swim +51, Truespeak +41, Tumble +78 |
Feats | Cleave, Combat Expertise, Combat Reflexes, Die Hard, Flyby Attack, Great Cleave, Greater Two Weapon Fighting, Greater Weapon Focus (sword), Greater Weapon Specialization(sword), Holy Tongue*, Improved Critical (sword), Improved Disarm, Improved Flyby Attack, Improved shield bash, Improved Two Weapon Fighting, Melee Weapon Specialization (slashing), Power Attack, Track, Two Weapon Fighting, Weapon Focus (sword), Weapon Specialization (sword), Weapon Supremacy (sword) |
Epic Feats | Epic Weapon Focus (sword), Epic Weapon Specialization (sword), Great Smiting, Overwhelming Critical (sword), Perfect Two Weapon Fighting |
Climate/Terrain | Mount Olympus |
Organization | Solitary (unique) |
Challenge Rating | 49 |
Treasure | Quintuple Standard |
Alignment | Lawful Good |
Call Angels (Su): 7/day, Zelus can call 7 seraphim, 14 kerubim or 21 of any lesser angels.
Crush Evil (Su): Zelus can smite may smite evil once per round, gaining a +19 bonus to attack and dealing an additional 114 points of damage. A critical hit on a smite is treated as a coup de grace attack against that foe.
Furious Counterstrike (Ex): For every 5 points of damage in his delayed damage pool, Zelus gains a +1 bonus on attacks and damage.
Maneuvers: Zelus’s initiator level is 42nd. He obtains his maneuvers like a crusader, with 7 available initially, and he continues to gain two maneuvers every round until every known maneuver has been granted to him. Thus, he need not actually ready any maneuvers.
Maneuvers known: (Devoted Spirit) Castigating Strike, Foe Hammer, Greater Divine Surge, Shield Block, Shield Counter, Strike of Righteous Vitality; (Stone Dragon) Ancient Mountain Hammer, Elder Mountain Hammer, Mountain Tombstone Strike; (White Raven) Clarion Call, Covering Strike, Leading the Charge, Order Forged from Chaos, War Master’s Charge, White Raven Hammer, White Raven Strike
Stances known: Aura of Triumph, Immortal Fortitude, Stonefoot Stance, Strength of Stone
Spell-Like Abilities:
- Always active – detect evil, nondetection, see invisibility, tongues, true seeing;
- at will- Antimagic Ray*, bless, bless water, commune, continual flame, daylight, dimensional anchor, greater dispel magic, forbiddance, geas/quest, greater teleport, hallow, heal, mass hold monster (DC 45), holy word (DC 43), invisibility, lightning bolt (DC 39), mark of justice (DC 41), planeshift, polymorph, power word stun, speak with dead, wall of fire, Wall of Good;
- 7/day-Blade Barrier (DC 42), mage’s disjunction (DC 45), divine power, gate, heal, miracle (DC 45), greater restoration, righteous might, true resurrection, wish (DC 45); Caster level 57th
Spells: Zelus spontaneously casts spells from the paladin list.
Spells per day: 7/6/6/6/4/3/3/3/3/2/2/2/2 (Caster level 40th; DC 30 + spell level)
Stun (Ex): Creatures struck by Zelus’s wings must make a Fortitude save (DC 53) or be stunned for 7d12 rounds.
Cosmic Entity: Zelus has a +7 bonus on rank checks and another +7 bonus when on Mount Olympus.
Possessions: Zelus wears the belt of truth, which provides always active true seeing and a +20 competence bonus on Sense Motive checks.
The breastplate of righteousness is a +7 ghost touch breastplate of soulwarding with no maximum Dexterity bonus or armor check penalty.
The sandals of the gospel of peace provide a constant sanctuary (Caster level 40th, DC 35) effect that extends to all creatures around him within 700 feet.
The shield of faith is a +7 ghost touch large silver shield of major fire resistance that provides a 50% miss chance to ranged attacks targeting the wielder.
The helm of salvation, which provides immunity to critical hits and provides a +7 deflection bonus to armor class.
Zelus is armed with the Sword of the Spirit, a +7 holy power ghost touch bastard sword of brilliant energy.
Unlike normal brilliant energy weapons, the Sword of the Spirit not only functions against nonliving creatures, it ignores their natural armor as well.
When these artifacts are used together, they provide a +12 resistance bonus to all saves, damage reduction 30/epic and a +12 competence bonus on Knowledge (religion) checks. The wielder’s divine spell caster level is increased by 12 if the divine source is Good aligned and all spells and spell like abilities are consecrated and sanctified.