Fortress Divine

While the fortress divine is the lowest ranking of the hammer angels, it is still considered a great honor among celestials to fill their roll. They are sincere almost beyond human imagining and have a deep love of art and beauty. It is not uncommon to find one shedding a single tear while looking at a sunrise, a work of art, or even the symmetry of an animal’s face—all while standing over an unconscious evildoer, of course. With a glowing sword in one hand and a shield in the other, these angels lead vanguards of celestial forces on other planes. Their tactical skills in battle are exceptional, and they will gladly enlist other creatures that can aid in the tasks set before them. Their voices ring with bombastic confidence but take a harsh, authoritative tone when confronting transgressors.


FORTRESS DIVINE

Large celestial, lawful good


Armor Class 20 (plate, shield)
Hit Points 171 (18d8 + 90)
Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 16 (+3) 16 (+3) 18 (+4)

Saving Throws Str +9, Con +9, Int +7, Wis +7, Cha +8
Skills Insight +11, Perception +7, Persuasion +8
Damage Immunities necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 17
Languages all
Challenge 12 (8,400 XP)


TRAITS

Angel of Justice. Creatures reduced to 0 hit points by the attacks of a fortress divine are knocked unconscious and stabilized rather than killed. As a 1-minute ritual, the fortress divine can cast plane shift. This ability can only affect the fortress divine and one other creature. An unwilling creature can attempt a DC 16 Charisma saving throw to resist the spell. Unconscious creatures automatically fail this saving throw.

Holy Weapon. The fortress’s longsword is magical, and it has a +2 bonus to attack and damage rolls it makes with its longsword.

Tower of Might. The fortress divine projects an aura within 10 feet of it. The fortress divine and all creatures friendly to it in the area gain the following benefits. The fortress must be conscious to grant these benefits, and a creature cannot benefit from this feature more than once at a time:

  • Advantage on saving throws
  • +2 bonus to AC
  • If a creature would be pushed or moved by an effect, it can choose to be immune to the effect.

ACTIONS

Multiattack. The fortress divine makes two Longsword attacks, a Pommel Strike attack, and a Shield Bash attack.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) magical slashing damage.

Pommel Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or become stunned until the end of its next turn.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, and the target must attempt a DC 17 Strength saving throw or be knocked prone.


REACTIONS

Interposing Assault. As a reaction when a creature within 10 feet of the fortress divine is attacked, the fortress divine moves up to its speed toward either the attacker or the attacked creature. If the fortress divine ends this movement within 5 feet of the attacker or the attacked creature, it becomes the target of the attack instead and can make one Pommel Strike or Shield Bash attack against the attacking creature.

Reactive Bulwark (1/Day). As a reaction when an allied creature within 10 feet of the fortress divine would take damage, the fortress divine and all allied creatures within 10 feet of it gain immunity to a damage type of the fortress’s choice until the end of that turn.


Ref: TPKB1 p139