Misguided - AI-generated fantasy Monster

Misguided

The first misguided were said to be angels assigned to escort the worthy through war and disaster. One heard a command to save the faithful, and concluded that only the surviving faithful could be judged worthy. Another heard 'leave none behind' and took it as a mandate to slaughter every fleeing soldier before their shame could spread. Over time, these celestial hunters learned that fear makes excellent prey. Their worship was replaced by procedure, their mercy by pursuit.

Mediumcelestial(celestial)CR 5Lawful Evil

Misguided

celestialhunteranti-castergrapplerradiantfallen-angelsolo
HP127AC16SPD40 ft., fly 20 ft., climb 40 ft.CR5AthleticsAcrobaticsPerceptionSurvival
STR
18
DEX
20
save
CON
18
save
INT
12
WIS
16
save
CHA
10
Magic Resistance. The misguided has advantage on saving throws against spells and other magical effects.
Angel Weapon. The misguided's weapon attacks are magical. When it hits with any weapon attack, the attack deals an extra 4 radiant damage, already included in the attack's damage.
Supreme Hunt. At the start of each of the misguided's turns, it knows the exact location of the creature within 60 feet of it that has the lowest current hit points, even if that creature is hidden or invisible, provided the creature is not behind total cover.
Claw of the Righteous. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage plus 4 () radiant damage, and the target cannot regain hit points until the start of the misguided's next turn.
Predatory Pounce. The misguided lunges at a creature it can see within 15 feet of it that is Large or smaller. The target must succeed on a Strength saving throw or the misguided moves into the target's space, the target takes 18 () slashing damage, falls prone, and is grappled. While grappled in this way, the target is frightened of the misguided. At the start of each of the misguided's turns, the grappled target takes 18 () slashing damage, and the misguided regains hit points equal to half the damage dealt. The grapple ends if the misguided is forced out of the target's space or if the target escapes. A creature grappled this way can use its action to make a Athletics or Acrobatics check, escaping on a success.
Multiattack. The misguided makes three Claw of the Righteous attacks, or two Claw of the Righteous attacks and one Predatory Pounce if a target is within reach of the pounce.
Word of Power: Silence. When a creature within 30 feet of the misguided casts a spell with a verbal component, the misguided can speak a thunderous word of command. The caster must succeed on a Wisdom saving throw or the spell fails and is wasted. This is a magical effect equivalent to a 2nd-level spell.
Word of Power: Stillness. When the misguided takes thunder damage, it can swallow the sound of the impact and ignore that damage and any associated effects. This is a magical effect equivalent to a 2nd-level spell.
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