Magical Resistance - Advantage Against saving throws against magical effects
Downburst. Melee Magical Attack: your spell attack modifier to hit, Reach 5ft, one target. Hit 9 (1d8 + 2 + PB) thunder damage.
Gust. Ranged Magical Attack. Your spell attack modifier to hit, Reach 30ft, one target. Hit 8 (1d6 + 2 + PB) thunder damage.
Back Draft (Recharge 6).Melee Magical Attack: your spell attack modifier to hit, reach 5ft., one target. Hit: 8 (1d6 + 2 + PB) thunder damage. When a creature is hit by Back Draft that must make a Strength saving throw against your Spell Save DC. On a failed save, they are knocked back 10ft., and are not knocked back on a success.
Enkindle
Eye of the Storm Unleash a thunderous burst of wind in a 20ft radius circle within 30ft of it. All creatures in range must make a Strength saving throw. Each creature that fails the save is knocked back 20ft from the central point and take 39 (6d12) thunder damage. Creatures that succeed on the save take half as much damage and are not knocked back. The celestial is immune to this attack
Description
Armor class is AC + Tactician PB
Hit Points total is 4 + 4 times your class level
Hit Die = d8s equal to your Wizard level
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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