Large Celestial (Human), Chaotic Evil
Armor Class 22 Plate
Hit Points 231 (26d10 + 106)
Speed 35 ft., Fly 50 ft. Can only be used in dim light and only for 5 mins per hour
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
14 (+2)
WIS
19 (+4)
CHA
20 (+5)
Saving Throws STR +13, WIS +12, CHA +13
Skills Athletics +14, Deception +14, History +12, Intimidation +16, Persuasion +18
Damage Resistances All
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 200’, Tremorsense 10’, Passive Perception 17
Languages All All
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Maul of Anubis. Anubis swings his two mauls with deadly intent

Action Melee Attack. Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: 33 (4d10 + 13) necrotic damage. 

Bonus Actions

Anubis can cast thundering smite as a bonus action dealing an additional 2d6 damage once per turn

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This is the physical embodiment of Anubis. His body was altered by the deeds of man in his name and through a sacrifice of the people closest to the host as well as the power of grand wizard. This vessel is the closest thing to a god having a physical body

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.

Skylr010

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