Gargantuan Celestial (Shapechanger, Titan), Lawful Good
Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
19 (+4)
CON
25 (+7)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws INT +18, WIS +18, CHA +18
Skills Arcana +18, History +18, Insight +18, Perception +18, Persuasion +18, Religion +20, Sleight of Hand +18
Damage Resistances Cold, Fire, Force, Lightning, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Thunder
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Truesight entire plane of existence it is located on, Passive Perception 24
Languages All, Telepathy entire plane of existence it currently resides in
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

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

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

All-Knowing. The Allform knows the locations of any objects, materials, or creatures on the same plane of existence. It can read the thoughts of any creature on the same plane of existence as it and knows the functions of any contraption on the same plane of existence as it.

The Allform has advantage on saving throws and ability checks that use Intelligence, Wisdom, or Charisma.

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

Use the Mind (9/day). The Allform may use its Charisma, Intelligence, or Wisdom modifier instead of other ability modifiers on ability checks (its choice).

Innate Spellcasting. The Allform's spellcasting ability is Charisma (spell save DC 27). It can innately cast the following spells, requiring no components:

At will: detect evil and good, invisibility, dispel magic, mind spike, fortune's favor, far step, dimension door, evard's black tentacles

4/day each:  dispel evil and good, scrying, mind spike (at 5th level), fortune's favor (at 5th level), dispel magic (at 5th level), plane shift, teleport, conjure fey (at 9th level), conjure elemental (at 9th level), arcane gate, summon lesser demons (at 9th level), summon greater demon (at 9th level), infernal calling (at 9th level)

1/day each: foresight, fortune's favor (at 9th level), dispel magic (at 9th level), mind spike (at 9th level), wish (does not suffer the stress effects of the spell), gate, reality break, maze, time stop

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

Change Shape. The Allform magically polymorphs into a living creature (undead do not count) that has a challenge rating no higher than his own, or back into his true form. It reverts to his true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (its choice). 

In a new form, the Allform retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. However, the Allform may choose to keep its innate spellcasting trait.

Weapon Manipulation. The Allform may move any weapon that is in its possession or is not currently being wielded up to 300 feet in any direction as a bonus action. If the Allform targets a weapon that is being wielded by another creature, the Allform must make a Strength check whose DC is equal to the creature's Strength score. The creature may also willingly give its weapon to the Allform. If it does, then the Allform automatically succeeds the check.

Actions

Multiattack. The Allform makes five weapon attacks.

Slaying Sword. Melee or Ranged Weapon Attack: +13 to hit, range 150/600 ft., reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning, piercing, or slashing damage (its choice), plus 27 (6d8) radiant damage, plus 15 (2d8 + 6) force damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 19 Constitution saving throw or die.

Planekill (1/day). The Allform targets a creature on the same plane of existence as it. The creature makes a contest with one of its ability scores (Allform's choice) against one of its ability scores (Allform's choice). If the creature has seen the Allform in person, it does the contest with disadvantage. If the Allform has seen the creature in person, it makes the context with advantage.

The stress of using this weakens the Allform. After enduring that stress, each time it casts a spell until it finishes a long rest, it takes 1d10 force damage per level of that spell. This damage can't be reduced or prevented in any way. There is a 14 percent chance (1/6) that the Allform is unable to use this action for 1d100 years.

These effects end immediately if the Allform comes into contact with another of its kind.

Healing Touch (4/Day). The Allform touches another creature. The target magically regains half of its total hit points. If the creature's total hit points are less than 80, then 40 (8d8 + 4) hit points are healed instead. The creature is freed from any curse, disease, or any other special condition (including madness).

Legendary Actions

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

Action. The Allform takes an action. If it desires to cast a spell, it may only cast spells in its innate spellcasting trait, and the limitations (x/day) still apply to the spells.

Teleport. The Allform magically teleports, along with any equipment it is wearing or carrying, up to 300 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). The Allform emits magical, divine energy. Each creature of its choice in a 150-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.

Numb Mind (Costs 3 Actions). The Allform targets one creature it can see on the same plane of existence as it. The target must succeed on a DC 21 Wisdom saving throw or its Intelligence, Wisdom, and Charisma scores drop to 1, are only able to speak falteringly, and has disadvantage on any rolls it makes.

Create Weapon. The Allform shapes magical, divine energy into a weapon of its choosing. The weapon is magical, and its statistics are the same, except the weapon deals an extra 42 (8d10 + 4) damage of the Allform's choice on a hit. On a hit, the target must make a DC 19 Consitution saving throw or take an extra 15 (2d8 + 6) damage of the Allform's choice. This attack choice is added to the Allform's actions.

Monster Tags: Angel

The_Pufferfish

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