Large Celestial (Demon), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., Fly 120 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws CON +12, WIS +11, CHA +12
Skills Perception +11
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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.

Actions

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 Actions

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.  

Monster Tags: DemonAngel

SamLockthor

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