Large Celestial, Lawful Good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., Fly 60 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws CON +13, WIS +12, CHA +13
Skills Perception +11
Damage Resistances Radiant
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Angelic Weapons. Atlas' weapon attacks are magical. When Atlas hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Aura of False Divinity.  A creature that starts its turn within 30 feet of Atlas must make a DC 20 Wisdom saving throw, provided Atlas isn't incapacitated. On a failed save, the creature is charmed by Atlas. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to his Aura of False Divinity for 24 hours.

Innate Spellcasting. Atlas' spellcasting ability is Charisma (spell save DC 20). Atlas can innately cast the following spells, requiring no material components:

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

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

1/day each: commune, control weather, insect plague, mass suggestion,

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

Actions

Multiattack. Atlas makes two melee attacks.

Flail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgening damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). Atlas touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any disease, poison, blindness, or deafness.

Legendary Actions

Atlas can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Atlas regains spent legendary actions at the start of its turn.

Teleport. Atlas 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). Atlas emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 20 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). Atlas targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 13 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Monster Tags: Angel

Euthephro

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