Huge Celestial, Neutral Evil
Armor Class 22 Plate
Hit Points 675 (15d10 + 600)
Speed 70 ft., Walk 90 ft., Swim 60 ft.
STR
27 (+8)
DEX
28 (+9)
CON
27 (+8)
INT
28 (+9)
WIS
27 (+8)
CHA
28 (+9)
Saving Throws STR +16, DEX +17, CON +16, INT +17, WIS +16, CHA +17
Damage Vulnerabilities Psychic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Senses Tremorsense, Truesight, Passive Perception 36
Languages --
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

The Absolute.  All allied creatures within 30ft of this creature gain an additional 1d6 Radiant damage on attacking.

Actions

Stormsurge. This creature can move an extra 70ft in a straight line as a bonus action, dealing 7 (4d8) Lightning damage to all creatures in the way.

Blade of Celestial Light. Melee Weapon Attack: +13 to hit, reach 15 ft. cone, All target. Hit: 3 (3d14 +32) Radiant damage. All creatures hit by this are pushed back 15ft.

Skypiercing Solarbeam. Ranged Weapon Attack: +20 to hit, range 10 to 100 ft., 1 target. Hit: 6 (3d16 + 57) Radiant damage.

Cosmic Wave.  Ranged Attack: +5 to hit, range 50ft line, AoE. Hit: 6 (5d6+ 30) Radiant damage. The first creature this move hits is also considered Prone. Creatures hit by this must roll a DC 25 Constitution saving throw, and receive halved damage on a success. 

Reactions

Counter. When this creature is hit by a melee attack, the attacker takes 4 (5d8) Bludgeoning damage.

 

Legendary Actions

Legendary actions may be used as a bonus action, twice..

Spellbind (Costs 0 Actions). Choose one creature in this creature's line of sight. That creature cannot use spells for 2 Rounds.

Nimble (Costs 0 Actions). This creature gains one extra action this turn.

Mythic Actions

Mythic actions are charged for the amount of actions they use, and can only be used once.

Divine Smackdown (Costs 4 Actions). This creature raises their left arm to the sky, before slicing it down. All creatures within a 100ft radius take 8 (6d10 + 55) Radiant damage and become prone for 2 rounds.

Cosmic Obliteration (Costs 7 Actions). This creature summons 6 large pentagrams behind them, before chanting an ancient dialect. All creatures in this creature's line of sight must roll a DC 35 Wisdom saving throw, receiving 9 (8d10) damage on a failed roll and no damage on a success.

Description

Enter a general description for your monster here.

Lair and Lair Actions

A large throne room, coated with chains and bloody skulls. Three large turrets dress the giant, diamond-crusted throne. A 30ft tall door of enchanted mithril blockades the party inside. 5ft wide chandeliers adorn the celling, hanging precariously above the crimson rug.

Lair Actions

On initiative count 3 (losing initiative ties), Alekxa takes a lair action to cause one of the following effects; She can’t use the same effect two rounds in a row:

  • Alekxa orders her turrets to fire, dealing 5 (6d6) damage to 3 party members of her choice.
  • Alekxa flies into the air, before grabbing a chandelier and launching it at a party member. Said party member must take a DC 30 Dexterity (Acrobatics) saving throw, and is knocked Unconscious for 3 rounds on a failed roll. 

Regional Effects

The region containing Alekxa's lair is firing hails of explosions, which creates one or more of the following effects:

  • Every 2 minutes, 10 random 5 mile wide hexagons are bombarded. Any creature atop one of these immediately recieves 20 (7d20 + 1706) Fire damage.

If Alekxa dies, these effects stop near immediately. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/28/2021 9:29:54 AM
16
2
--
Coming Soon
Syphoning_Symphony

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