Large Celestial, Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 700 (100d10 + 200)
Speed 50 ft., fly 150 ft.
STR
30 (+10)
DEX
30 (+10)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +15, WIS +15, CHA +18
Skills Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Dark Weapons. The Angels weapon attacks are magical in a dark way. When Zulti hits with any weapon, the weapon deals an extra 6d8 necrotic damage (included in the attack).

Evil Acuteness. Zulti knows if he hears a lie.

Innate Spellcasting. The fallen angel's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect magic, invisibility (self only)

3/day each: blade barrier, dispel magic, resurrection

1/day each: chaos bolt, control weather

Actions

Multiattack. Zulti makes two greatsword attacks or one magic attack and one healing action.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 

Soul Stealer Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 20 (3d8 + 6) piercing damage plus 27 (6d8) necrotic damage. If the target has 75 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. The fallen angel releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If Zulti can see the sword, Zulti can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to his hands. The hovering sword falls if Zulti dies.

Dark Stablizer (4/Day). Zulti mummers a string of magic words. Zulti magically regains 100 (10d12 + 40) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Reactions

Parry. If an attack hits, Zulti can half the damage, applies to both magical and non magical attacks.

Legendary Actions

Zulti 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 Zulti regains spent legendary actions at the start of its turn.

Cheap Trick(Costs 2 Action). Zulti swings his greatsword when the creature is distracted after attacking. Upon a hit Zulti does 22 (4d6 + 8) slashing damage plus 27 (6d8) necrotic damage. +15 to hit.

Dark Energy(Costs 2 Actions). Zulti emits evil magical energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Zulti targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 18 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Monster Tags: Angel

OTheristis

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