Medium Celestial, Lawful Good
Armor Class 18 (plate)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
19 (+4)
INT
15 (+2)
WIS
21 (+5)
CHA
19 (+4)
Saving Throws STR +9, CON +8, WIS +9, CHA +8
Skills Arcana +6, History +6, Insight +9, Perception +9
Damage Immunities Radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 19
Languages all
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. Zwei's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Zwei can innately cast the following spells, requiring no material components:

At will: command, guiding bolt, spare the dying

1/day each: crusader’s mantle, spirit guardians

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

Eyes Of The Beholder. If Zwei removes one of its eyes in order to make a clone, it can use a bonus action to magically teleport its main body , provided the archon and its mount are on the same plane of existence. When it teleports, the used eye is absorbed and his spectral form dissipates. While the eyes clone is active incapacitated, Zwei can’t be surprised, and both He and his clones have advantage on Dexterity saving throws. If Zwei is reduced to 0 hit points while his clones are alive, the clones are reduced to 0 hit points as well.

Sacrificial Pawn (3 charges). If Zwei is reduced to 0 hit points, it regains 30 hit points and springs back to its feet with one of its eyes closing. Each creature of the Zwei's choice within 30 feet of it must succeed on a DC 16 Constitution saving throw, or the creature takes 13 (3d8) radiant damage and is blinded until the start of the Zwei's turn.

True Duplicity (2 charges) . As an action, Zwei releases 1d10 perfect perfect illusions of himself that lasts for 1 minute. The illusion appears in an unoccupied space that he can see within 30 feet of himself. Each of Zwei's clones have an AC of 10 and 40hp however they can cast and attack as if they were the original. 

 Shard Of The Void. As an action Zwei can absorb a physical or magical attack and return it to an enemy.
Actions

Multiattack. Zwei makes two attacks with its radiant spear.

Radiant Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) radiant damage.

Augen der Leere.  Zwei shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by Zwei for 1 hour, or until Zwei harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or Zwei or one of his clones moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of Zwei's  next turn or until Zwei is incapacitated.
    If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. Zwei and his clones can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
    If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Legendary Actions

Zwei 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. Zwei  regains spent legendary actions at the start of its turn.

Attack. Zwei makes a radiant spear attack, Eye attack or casts guiding bolt.

Coordinated Assault (Costs 2 Actions). Zwei and one of his clones can coordinate an attack against one target either can see.

Zerstören Auge (Costs 3 Actions). Zwei causes a clone it can see within 30 feet of it to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) radiant damage.

BlackWarlock

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