Angelic Weapons. Cesthos's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Fallen Awareness. Cesthos knows if it hears a lie.
Split Spellcasting. Cesthos's spellcasting ability is Charisma (spell save DC 20). Cesthos can cast spells from three schools of magic, requires a magical skull imbued with the spell type:
At will: arms of hadar, inflict wounds
3/day each: blade barrier, hunger of hadar, flame strike, harm
1/day each: hallow, finger of death, insect plague
Magic Resistance. Cesthos has advantage on saving throws against spells and other magical effects.
Multiattack. Cesthos makes two melee attacks.
Dual Wield Blades. Melee Weapon Attacks: +9 to hit, reach 5 ft., two targets. Hit: 13 (2d8 + 4) slashing damage plus 18 (4d8) radiant damage.
Split Mind. Cesthos gets access to three schools of magic (evocation, illusion, and conjuration)
Legendary Resistance (3/Day). If Cesthos fails a save, he can choose to succeed instead
Legendary Actions
Cesthos can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cesthos regains spent legendary actions at the start of its turn.
Switch (Costs 1 Action). Cesthos can switch schools of magic
Multiattack (Costs 2 Actions). Cesthos makes two melee attacks
Lair and Lair Actions
Cesthos's lair is a dark cathedral
Lair Actions
On initiative count 20 (losing initiative ties), Cesthos can take their lair action to cause one of the following magical effects; Cesthos can't use the same effects two rounds in a row:
Cesthos commands 3 of his wraiths to life drain random members of the party
Cesthos can make one of his minions take the concentration of a spell
Cesthos can summon a dark tether and attach himself to one of the party members. When Cesthos takes damage, the target must make a DC 17 Constitution saving throw. On a failed save, Cesthos takes half damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Cesthos or the target is no longer in Cesthos's lair.
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