Sources
CR
Type
Size
Alignment
Movement

Avacyn

Large Celestial, Lawful Good

Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 150 ft.
STR
26
+8
DEX
22
+6
CON
26
+8
INT
25
+7
WIS
25
+7
CHA
30
+10
Saving Throws INT +14, WIS +14, CHA +17
Skills Perception +14
Damage Resistances radiant; bludgeoning, piercing, slashing, from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)

Traits

Angelic Weapons. The Avacyn's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. The Avacyn knows if it hears a lie.

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

Moonsilver Spear. An angel of the Flight of Moonsilver wields a spear made from a shard of the Helvault. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when the angel hits a creature with an attack using this weapon, it can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time the angel has wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Spellcasting

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

At will: detect evil and good, invisibility (self only)

1/day each: commune, control weather

3/day each: blade barrier, dispel evil and good, resurrection

Actions

Multiattack. The Avacyn makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit:22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit:15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. The Avacyn releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

Healing Touch (4/Day). The Avacyn touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Teleport. The Avacyn magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). The Avacyn emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). The Avacyn targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Lore

Avacyn was the archangel of Innistrad, revered across the plane as the source of hope, of protection, and of the Blessed Rest—a peaceful eternity of slumber in the grave. She offered the faithful magical wards against vampires and werewolves, a tranquil oblivion rather than the damned fate of a tormented spirit or undead abomination, and a distant hope that someday, their descendants might live in an Innistrad free from all the horrors of darkness.