Large Celestial, Unaligned
Armor Class 20 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 30 ft.
STR
13 (+1)
DEX
24 (+7)
CON
24 (+7)
INT
9 (-1)
WIS
19 (+4)
CHA
10 (+0)
Saving Throws INT +5, WIS +10, CHA +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Invisible, Poisoned
Senses Blindsight 30 ft., Passive Perception 14
Languages Understands Celestial but can't speak it
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Illumination. The beetle sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Innate Spellcasting. The beetle's spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: cure wounds, vampiric touch

3/day each: blight, heal, raise dead

1/day each: finger of death, regenerate

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

Magic Weapons. The beetle's weapon attacks are magical.

Portal Sense. The beetle can sense the closest planar portal on its current plane.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d10+1) slashing damage.

Draining Ray. Ranged Spell Attack: +10 to hit, range 100 ft., one target. Hit: 27 (6d8) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Healing Ray. The beetle heals a creature it can see within 100 ft. The target regains 9 (2d8) hit points and gains an equal number of temporary hit points.

Energy Reversal. (1/Day). The beetle targets all creatures within 30 ft. of it. Any hostile creature in the area must succeed on a DC 18 Constitution saving throw or take 45 (10d8) necrotic damage. Any ally in the area, including the beetle, regains an equal portion of the total damage dealt.

Legendary Actions

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

Cast Spell. The beetle casts an at will spell.

Ray (Costs 2 Actions). The beetle uses its Draining Ray or Healing Ray.

Description

Balance beetles are long-limbed iridescent beetles from the outer planes. They are driven by a compulsion to collect and refine positive and negative energy which they collect into glowing spheres which they push across the planes. The concentrated energy in their spheres can cause powerful manipulations of energy. 

Steedling

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