Maul Angelic

For when the tactical expertise of the fortress divine is not enough, the maul angelic take up their hammers with an unsettling enthusiasm. Mid-ranking hammer angels, mauls angelic are geared to tackle spellcasters. They take joy in their work, shouting with triumph every time their holy hammers strike true. Celestials that ascend to the rank of maul angelic are accomplished justiciars drawnfrom the lower ranks, rewarded for their unwavering commitment to law and jurisprudence. They veer dangerously close to the sin of pride, tackling tasks and challenges that are almost too much for them to handle, and they suffer the most casualties of any kind of hammer angel. Maul angelic are always robust, proudly displaying their flawless bodies and respectable muscles. Each carries a massive runic maul that stamps its victims with a holy symbol carved into the weapon’s head.


Large celestial, lawful good

Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40 ft., fly 100 ft.

22 (+6) 16 (+3) 18 (+4) 14 (+2) 16 (+3) 18 (+4)

Saving Throws Str +11, Dex +8, Con +8, Cha +9
Skills Athletics +11, Insight +13, Intimidation +9, Perception +13
Damage Resistances necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 23
Languages all
Challenge 15 (13,000 XP)


Angel of Justice. Creatures reduced to 0 hit points by the attacks of a maul angelic are knocked unconscious and stabilized rather than killed. As a 1-minute ritual, the maul angelic can cast plane shift. This ability can only affect the maul angelic and one other creature. An unwilling creature can attempt a DC 17 Charisma saving throw to resist the spell. Unconscious creaturesautomatically fail this saving throw.

Angelic Mantle. At the beginning of each of its turns, any 3rd level or lower spell affecting the maul angelic ends. For each spell of 4th level or higher affecting it, the maul angelic may attempt a Charisma ability check (+4) against a DC of 10 + the spell’s level. On a successful check, the spell ends.

Incredible Blows. A creature hit by an attack by the maul angelic must attempt a DC 16 Strength saving throw or be thrown 30 feet in a direction the maul angelic chooses (including up). Creatures encountering an object or creature stop moving and take 3 (1d6) bludgeoning damage for every 10 feet of movement prevented. If its movement was prevented by a creature, that creature must attempt a DC 16 Strength or Dexterity saving throw (its choice) or take 3 (1d6) bludgeoning damage per 10 feet of movement prevented and fall prone.


Multiattack. The maul angelic makes two Maul attacks.

Awesome Blow (Recharge 5–6). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) magical bludgeoning damage and 36 (8d8) radiant damage. A creature thrown via the maul’s Incredible Blows feature by this attack is thrown an additional 70 feet.

Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) magical bludgeoning damage. If the target is a creature, its body is stamped with a magical brand that lasts for 48 hours. While so stamped, a creature cannot be hidden from the maul angelic, and the maul


Angelic Alacrity. As a reaction when the maul angelic would attempt a saving throw, it gains advantage on that saving throw.