Medium Celestial, Neutral Good
Armor Class 18 (natural armor)
Hit Points 208 (26d8)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
10 (+0)
INT
22 (+6)
WIS
26 (+8)
CHA
24 (+7)
Saving Throws INT +14, WIS +16, CHA +15
Skills Animal Handling +16, History +14, Medicine +16, Nature +14, Perception +16, Persuasion +15, Religion +14
Damage Resistances Acid, Cold, Fire, Force, Lightning, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Radiant
Senses Blindsight 120 ft., Darkvision 200 ft., Tremorsense 120 ft., Truesight 150 ft., Passive Perception 18
Languages All
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Aura of Light and Radiance. It is impossible for darkness to exist within 120 feet of Baldur. If darkness is created, either by nonmagical or magical means it behaves like water running flowing outwards.

Ragnarok. If Baldur dies after the mistletoe spell is lifted, he dies permanently and doing so starts fimbulwinter. 

Regeneration. Baldur regains 30 hit points at the start of his turn.

Lay on Hands (at will). Baldur touches another creature. The target regains all hit points and is freed from any curse, disease, poison, blindness, or deafness.

Divine Awareness. Baldur knows if he hears a lie.

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

Magic Weapons. Baldur's attacks are magical.

Mistletoe Spell. Baldur is invulnerable to all types of damage until the spell on him is dispelled. The only way to remove the spell is through the mistletoe. 

Actions

Muliattack. Baldur makes 4 fist attacks. He can use 2 bolts in place of two fists, Burst in place of two fists, or Wave in place of two fists.

Fists. Melee Weapon Attack: +18 to hit, reach 5 ft., 1 target. Hit: 25 (3d10 + 10) bludgeoning damage plus 7 (2d6) radiant Damage

Bolt. Ranged Spell Attack: +14 to hit, range 20/60 ft., 1 target. Hit: 20 (4d10+5) radiant damage.

Burst. Baldur strikes the ground, expelling as burst of energy. Creatures within 5 ft. must make a DC 24 Dexterity saving throw, taking 45 (10d8) radiant damage a failure, or half as much on a successful one. Creatures within 5 ft. must also roll a DC 24 Strength saving throw or be knocked away 30 ft.

Wave. Baldur strikes the ground, unleashed a wave of  energies in a line 60 ft. long and 5 ft. wide. Creature in the area must make a DC 24 Dexterity Saving throw, suffering 59 (13d8) radiant damage, or half as much on a success.

Legendary Actions

Baldur 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. Baldur regains spent legendary actions at the start of his turn.

Unarmed Strike. Baldur makes two unarmed strikes. 

Dash. Baldur can move up to his movement speed without provoking opportunity attacks.

God of Light. Baldur explodes in a blast of light. Anything within a 60 ft. radius centered on Baldur must make a DC 20 Constitution saving throw or take 50 (10d10) radiant damage, or half as much on a successful save.

Description

Baldur, often known as the Norse god of light, is one of the most beautiful beings to have ever existed. In his current state he has long, golden hair, deep blue eyes, and a perfectly symmetrical face. His left arm is slightly tinted red at the fist, slowly dissipating as his arms goes up. His right arm is slightly tinted blue at the fist, slowly dissipating as his arms goes up. He usually goes around without his shirt, as it is torn to shreds and dangles around his waist, and wears simple brown pants. 

Not_Berry7

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