This page on the Homebrewery

Some more additional celestials, to go along with my first one, although my first one was from real world mythology, rather than older editions.

Spoiler: Musteval
Show
Small celestial, neutral good

Armor Class 15
Hit Points 42 (12d6)
Speed 35ft., burrow 10ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 15 (+2) 12 (+1) 13 (+1)

Skills Sleight of Hand +5, deception +3, perception +3
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
Damage Immunities lightning
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Celestial, Infernal
Challenge 2 (450 XP)

Lay on hands. As an action, the musteval can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The musteval can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The musteval has a pool of 5 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The musteval can communicate with beasts and plants as if they shared a language.

Spellcasting. The musteval is a 3st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): message, minor illusion, poisn spray

1st level (4 slots): comprehend languages, disguise self, shield

2nd level (2 slots): mind spike, skywrite

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) piercing damage.
A summoning option capable of disguising itself.


Spoiler: Cervidal
Show
Medium celestial, neutral good

Armor Class 16 (Breastplate Armor)
Hit Points 52 (8d8+16)
Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 10 (+0)

Skills Athletics +4, Acrobatics +4, Perception +3
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
Damage Immunities lightning
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Celestial, Infernal
Challenge 3 (700 XP)

Charge. If the cervidal moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Lay on hands. As an action, the cervidal can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The cervidal can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The cervidal has a pool of 10 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The cervidal can communicate with beasts and plants as if they shared a language.

Innate Spellcasting. The cervidal's spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:

3/day: jump

1/day: feather fall

Sure-Footed. The cervidal has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions
Multiattack. The cervidal makes two attacks with its ram or longsword.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 3) slashing damage.

Ram. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) bludgeoning damage.
A good summoning option for melee combat, particularly around cliffs.


Spoiler: Lupinal
Show
Medium celestial, neutral good

Armor Class 16 (Studded Leather Armor)
Hit Points 50 (9d8+9)
Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+2) 15 (+2) 14 (+2) 10 (+0)

Skills Acrobatics +6, Intimidation +2, Perception +4, Stealth +6
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
Damage Immunities lightning
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Celestial, Infernal
Challenge 4 (1,100 XP)

Lay on hands. As an action, the lupinal can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The lupinal can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The lupinal has a pool of 10 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The musteval can communicate with beasts and plants as if they shared a language.

Sneak Attack (1/Turn). The lupinal deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lupinal that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Savage Bite. If the lupinal uses the attack action on its turn, it can make one bite attack as a bonus action.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) piercing damage.
A sneaky guardinal capable of dealing more damage.


Spoiler: Equinal
Show
Medium celestial, neutral good

Armor Class 13 (Studded Leather)
Hit Points 72 (13d8+13)
Speed 50ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 13 (+1)

Skills Athletics +7, Medicine +4, Persuasion +3
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
Damage Immunities lightning
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Celestial, Infernal
Challenge 4 (1,100 XP)

Beast of Burden. The equinal is considered to be a Large creature for the purpose of determining its carrying capacity.

Lay on hands. As an action, the equinal can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The equinal can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The equinal has a pool of 15 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The equinal can communicate with beasts and plants as if they shared a language.

Innate Spellcasting. The cervidal's spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:

3/day: Cure Wounds, Earth Tremor

1/day each: Enhance Ability

Actions
Multiattack. The equinal makes two attacks with its hooves.

Hooves. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (1d10 + 5) bludgeoning damage.
A strong option that can carry a large burden.


Spoiler: Avoral
Show
Medium celestial, neutral good

Armor Class 16 (Studded Leather)
Hit Points 84 (12d6)
Speed 20ft., fly 60ft.

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 12 (+1) 14 (+2) 15 (+2) 12 (+1)

Skills Acrobatics +7, Perception +8
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
Damage Immunities lightning
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Celestial, Infernal
Challenge 5 (1,800 XP)

Lay on hands. As an action, the avoral can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The avoral can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The avoral has a pool of 20 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The avoral can communicate with beasts and plants as if they shared a language.

Spellcasting. The avoral is a 2st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): message, minor illusion

1st level (3 slots): comprehend languages, disguise self, shield

Actions
Multiattack. The avoral makes two attacks with its claws or longbow.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 13). The avoral can only grapple one target in this way

Longbow. Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Summonable flying scout.


Spoiler: Ursinal
Show
Medium celestial, neutral good

Armor Class 17 (Natural Armor)
Hit Points 75 (10d8+30)
Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 19 (+4) 15 (+2) 10 (+0)

Skills Athletics +5, Arcana +7, History +7, Religion +7, Insight +4
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
Damage Immunities lightning
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Celestial, Infernal
Challenge 7 (2,900 XP)

Keen Smell. The ursinal has advantage on Wisdom (Perception) checks that rely on smell.

Lay on hands. As an action, the ursinal can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The unrinal can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The ursinal has a pool of 25 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The ursinal can communicate with beasts and plants as if they shared a language.

Spellcasting. The ursinal is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): control flames, mage hand, prestidigitation, ray of frost

1st level (4 slots): chromatic orb, comprehend languages, fog cloud, magic missile

2nd level (3 slots): Hold Person, See Invisibility

3rd level (3 slots): Dispel Magic, Fireball, Sending, Tounges

4th level (2 slots): Arcane Eye, Storm Sphere

Actions
Multiattack. The ursinal makes two attacks with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.
A knowledgeable guardinal, with many spells at their disposable.


Spoiler: Leonal
Show
Medium celestial, neutral good

Armor Class 18 (Full Plate)
Hit Points 104 (16d8+32)
Speed 30ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3)

Skills Athletics +4, Acrobatics +4, Perception +3
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
Damage Immunities lightning
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Celestial, Infernal
Challenge 9 (5,000 XP)

Angelic Weapons. The leonal's weapon attacks are magical. When the leonal hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Lay on hands. As an action, the leonal can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The leonal can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The leonal has a pool of 35 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Savage Bite. If the leonal uses the attack action or casts a spell on its turn, it can make one bite attack as a bonus action.

Speak with Beasts and Plants. The musteval can communicate with beasts and plants as if they shared a language.

Spellcasting. The leonal is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): lightning lure, message, minor illusion

1st level (4 slots): comprehend languages, expeditious retreat, feather fall

2nd level (3 slots): ice knife, magic weapon, see invisibility

Actions
Multiattack. The carrier makes two attacks with its greatsword or bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 8 (1d6 + 5) piercing plus 4 (1d8) radiant damage.

Longsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing plus 4 (1d8) radiant damage.

Mighy Roar (Recharge 6). The leonal unleashes a roar in a 30-foot cone. Each creature in that line must make a DC 15 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one.
A powerful celestial guardinal and guard with a powerful roar.