Large Celestial (Human), Chaotic Good
Armor Class 26 Plate Armor and Tower Shield
Hit Points 300 (24d12 + 144)
Speed 40 ft., Climb 30 ft., Swim 30 ft.
STR
24 (+7)
DEX
10 (+0)
CON
22 (+6)
INT
12 (+1)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +13, CON +12, WIS +11, CHA +10
Skills Athletics +13, Intimidation +10, Medicine +11, Perception +11, Persuasion +10, Survival +11
Damage Resistances Cold, Fire, Necrotic, Radiant
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Prone
Senses Blindsight 60 ft, Darkvision 120 ft, Truesight 60 ft, Passive Perception 22
Languages Celestial, Common, Dwarvish, Elvish, Infernal, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Divine Health: Ain, Champion of Balt is immune to all diseases.

Emissary of Redemption: Ain, Champion of Balt has resistance to all damage dealt by other creatures (their attacks, spells, and other effects). Whenever a creature hits Ain, Champion of Balt with an attack, it takes radiant damage equal to half the damage he takes from the attack. If he attacks a creature, casts a spell on it, or deals damage to it by any means but this feature, neither benefit works against that creature until he finish a long rest.

Mobile Stronghold: Anyone standing within 10 ft behind Ain, Champion of Balt,  has full cover from that side of battlefield. In addition Ain has full cover from the direction his shield is facing.

Aura of Protection: Allies standing within 30ft of Ain, Champion of Balt gain +4 to all Saving throws, and +1 to AC. Ain, Champion of Balt is effected by this Aura as well.

Lay on Hands: Ain, Champion of Balt has a pool of 120 hit points he can use as an action to touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in his pool.

Alternatively, he can expend 5 hit points from his pool of healing to cure the target of one disease or neutralize one poison affecting it. He can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Pick On Someone Your Own Size: Any creature struck by a melee attack from Ain, Champion of Balt becomes marked, a creature marked by Ain has disadvantage on any attack roll that doesn't target Ain when within 10ft of Ain.

Sentinel: A creature hit by an attack of opportunity from Ain, Champion of Balt has their movement reduced to 0.

Legendary Resistance (3/Day). If Ain, Champion of Balt fails a saving throw, he can choose to succeed instead.

Actions

Guardian of the Full Moon (Recharge 5-6): Ain, Champion of Balt prepares himself to defend a 30 ft radius sphere, If any ally within the sphere is attacked other then Ain, he may take an attack of opportunity against them without using his reaction. In addition the area is difficult terrain. 

Mass Challenge (2/Day): Ain, Champion of Balt challenges up to 7 creatures he can see within 60ft, Those creatures must succeen on a DC 20 Wisdom saving throw or gain +2 to attack rolls targeting Ain, Champion of Balt, but a -4 penalty to attack rolls to targets other then himself for 1 minute. This effect ends early if Ain, Champion of Balt chooses to end it or becomes unconscious. 

Multiattack: Ain, Champion of Balt makes two Lucerne Hammer attacks and one Dragon Tail slap attack (The Dragon Tail Slap attack must be on a different target)

Lucerne Hammer: +16 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) Bludgeoing damage, plus 6 (1d12) radiant damage.

Tail Slap: +13 to hit, reach 10 ft., one target. Hit: 32 (4d8 + 14) Bludgeoning damage.

 

Reactions

Active Imposition: When Ain, Champion of Balt is in Guardian of the Full Moon, his attacks of opportunity do not use his reaction.

Incoming!: Ain, Champion of Balt can use his reaction to shift his position and shield to face an incoming ranged attack/breath weapon/AOE spell or magical effect, also shifting his Mobile Stronghold benefits for himself and allies within it.

Guardian's Protection: When a creature within 30 feet of Ain, Balt of Champion takes damage, he can use his reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

Legendary Actions

Ain, Champion of Balt 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. Ain, Champion of Balt regains spent legendary actions at the start of its turn.

Get Behind Me (Costs 2 actions). Ain, Champion of Balt can move his full movement to an ally and shift them with in his Mobile Stronghold if they are willing, or unconscious.

Inspiring Word. Ain, Champion of Balt can uplift the spirits of those around him. Choose an ally he can see within 60ft. That ally gains a 1d12 inspiration die that can be used on an attack roll or saving throw. Cannot be used on the same ally more then once per combat.

Hold Steady. Pick an ally Ain, Champion of Balt can see within 30ft, that ally gains 18 (4d6+4) temporary hit points. Cannot be used on the same ally more then once per combat.

 

Mythic Actions

Last Ditch Effort: Ain, Champion of Balt sacrifices his life to protect those around him. All allies within 30 ft of him receive the benefits of the spell Invulnerability for 1 minute. After using this ability Ain, Champion of Balt his body melds away into celestial gold and silver light and can only be brought back with True Resurrection.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

PieinMotion

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