Metatron (5e Creature)

Metatron

Huge celestial, lawful good


Armor Class 23 (natural armor)
Hit Points 464 (32d12 + 256)
Speed 50 ft., fly 150 ft.


STR DEX CON INT WIS CHA
27 (+8) 21 (+5) 27 (+8) 26 (+8) 27 (+8) 30 (+10)

Saving Throws Int +16, Wis +16, Cha +18
Skills Perception +16
Damage Resistances cold, fire, lightning, radiant; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truestight 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 27 (105,000 XP)


Angelic Weapons. Metatron's weapon attacks are magical. When Metatron hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).

Divine Awareness. Metatron knows if he hears a lie.

Innate Spellcasting. Metatron's spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:

At will: bless, detect evil and good

3/day each: blade_barrier, dispel evil and good, dispel magic, true resurrection

1/day each: commune, flame strike

Legendary Resistance (3/Day). If Metatron fails a saving throw, he can choose to succeed instead.

Magic Resistance. Metatron has advantage on saving throws against spells and other magical effects.

Matarukaja. When Metatron rolls for initiative, he may also cast bless without using an action.

ACTIONS

Multiattack. Metatron makes three God's hand attacks, then uses megidolaon.

God's Hand. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (4d4 + 8) bludgeoning damage plus 36 (8d8) radiant damage.

Mahamaon (Recharges after a Short or Long Rest). Metatron utters a word from the dawn of Creation. He chooses any number of creatures he can see within 60 feet. Each creature must make a DC 25 Charisma saving throw. On a failed save the creature takes 36 (8d8) psychic damage, or is killed instantly if it has fewer than 100 hit points.

Megidolaon (Recharge 5–6). Metatron creates a 20-foot radius blast of magical, divine energy, centered on a point he can see within 120 feet. Each creature in the sphere must make a DC 25 Dexterity saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much damage on a successful one.

The radiant damage dealt by Megidolaon ignores damage resistance.

LEGENDARY ACTIONS

Metatron 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. Metatron regains spent legendary actions at the start of its turn.

Dekaja. Metatron uses his innate spellcasting to cast dispel magic as a 6th-level spell.

Divine Judgement (Costs 2 Actions). Metatron chooses one creature it can see within 60 feet. If the target's hit points are greater than Metatron's hit points, the target's maximum hit points are reduced by 18 (4d8). This reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0.

Otherwise, if the target has fewer hit points than Metatron, they must make a DC 25 Wisdom saving throw or become frightened until the start of Metatron's next turn.

Fly. Metatron flies 120 feet.

Heaven's Blade. Metatron uses his innate spellcasting to cast blade barrier.

Metatron from Persona 3 (via megamitensei.wikia.com)

"Unclean ones. Filth. Perish by my judgement!"

Metatron is one of the highest ranking angels in the celestial heirarchy, known as the Voice of God. Haughty and mysterious, Metatron will not tolerate the slightest tint of corruption and will lay terrifying judgement down on mortal and fiend alike.

He stands 16 feet high, statuesque with glittering platinum skin and gold hair. He sweeps swiftly through the air on a pair of platinum-feathered wings.

In combat, Metatron is often accompanied by devas who are immediately blessed with his matarukaja. He will use God's hand and megidolaon to wear down his foes before attempting to kill them with mahamaon. All the while, he will use dekaja to remove detrimental spells on his allies or beneficial spells in his foes; and divine judgement and heaven's blade to control the battlefield.

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