Huge Celestial, Any Lawful Alignment
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws CON +10, WIS +9, CHA +12
Skills Arcana +12, History +12, Insight +9, Perception +9
Damage Resistances Cold, Force, Lightning
Damage Immunities Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Celestial, Common, Elvish, Sylvan
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the celestial fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed celestial gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The celestial is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The celestial has the following spells:

Cantrips (at will): Light, Spare the Dying, Sacred Flame

1st level (4 slots): Sanctuary, Cure Wounds, Guiding Bolt, Healing Word

2nd level (3 slots): Spiritual Weapon, Hold Person, Lesser Restoration, Flaming Sphere, Zone of Truth

3rd level (3 slots): Daylight, Revivify, Spirit Guardians, Clairvoyance, Daylight

4th level (3 slots): Guardian of Faith, Wall of Fire

5th level (3 slots): Flame Strike, Greater Restoration, Scrying

6th level (1 slot): Heal, Harm

7th level (1 slot): Conjure Celestial, Fire Storm, Resurrection

8th level (1 slot): Antimagic Field, Earthquake

9th level (1 slot): True Resurrection

Resistance. The Celestial has advantage on saving throws against any effect that targets Celestials.

Actions

Celestial's Spear. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 11 (1d6) piercing damage and (2d6) radiant damage. The target must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The celestial 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. The celestial regains spent legendary actions at the start of its turn.

Cantrip. The celestial casts a cantrip.

Celestial's Spear (Costs 2 Actions). The celestial uses its spear.

Frightening Gaze (Costs 2 Actions). The celestial fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the celestial's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the celestial must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) radient damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

A Celestial's Temple (Lair)

A celestial often lives within its plane in a structure, such as a grand church, a floating castle, or a glowing mansion. Alternatively, some celestials construct entire demiplanes which is accessed through a grandiose doorway.

Everything about a celestial's lair reflects its purity and grand tastes, including magic traps that secure it. Celestials, constructs, and loyal followers, willing to destroy those who dare to disturb the celestial's world.

A celestial encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the celestial can take a lair action to cause one of the following magical effects; the celestial can’t use the same effect two rounds in a row:

  • The celestial rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The celestial targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the celestial to the target. Whenever the celestial takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the celestial takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the celestial or the target is no longer in the celestial's lair.
  • The celestial calls forth the spirits of dead followers. These apparitions materialize and attack one creature that the celestial can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) radiant damage on a failed save, or half as much damage on a success. The apparitions then disappear.
KinArch

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