Medium Celestial, Lawful Neutral
Armor Class 26 (21 while vulnerable)
Hit Points 1050 (100d8 + 600)
Speed 40 ft., fly 150 ft.
STR
25 (+7)
DEX
22 (+6)
CON
23 (+6)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws STR +13, DEX +12, CON +12, INT +13, WIS +13, CHA +16
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 23
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). Any time Irenicus would make a saving throw, he can choose to succeed instead of rolling.

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

Live a Thousand Lives. Irenicus adds his proficiency bonus to all skill checks.

Aura of Harm. When an effect would restore hit points to a creature within 30 feet of Irenicus, the effect restores half as many hit points instead (rounded up).

Wizard Spellcasting. Irenicus is an 20th-level spellcaster. His spellcasting ability for arcane spells is Intelligence (spell save DC 21). Irenicus has the following spells prepared:

Cantrips (at will): blade wardchill touchmind slivermage hand

1st level (4 slots): gift of alacritymagic missileshield

2nd level (3 slots): blindness/deafnesssuggestion*, trueform*

3rd level (3 slots): counterspellmajor image*, sleet storm*

4th level (3 slots): charm monsterfreedom of movementgravity sinkhole

5th level (3 slots): steel wind strikesynaptic staticwall of force

6th level (2 slots): disintegrateglobe of invulnerability*, gravity fissure

7th level (2 slots): forcecage, prismatic spray

8th level (1 slot): dark star*, sunburst

9th level (1 slot): mordenkainen's disjunction

*Requires concentration

Solar Spellcasting. Irenicus's can spellcasting ability for divine spells is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components:

At will: alter self, invisibility* (self only)

3/day each: command, blade barrier*, dispel magic, resurrection

1/day each: earthquake*, power word pain

*Requires concentration

Actions

Multiattack. Irenicus makes an attack with his greatsword, then casts a spell using Wizard Spellcasting, using a spell slot as normal.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 11 (2d10) radiant damage and 11 (2d10) necrotic damage. On a critical hit, the sword emits a burst of light, and each creature other than Irenicus within 20 feet must make a DC 21 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one.

Slaying Longbow. Ranged Weapon Attack: +12 to hit, range 600 ft., one target. Hit: 28 (4d10 + 6) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 10 Constitution saving throw or die.

Reactions

Reactive. Irenicus can take one reaction every turn in combat.

Riposte. Irenicus adds 6 to his AC against one melee attack. If the attack misses, Irenicus may immediately make one melee weapon attack against the creature that attacked him.

Shield. Irenicus casts shield, using a spell slot as normal.

Counterspell. Irenicus casts counterspell, using a spell slot as normal.

Legendary Actions

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

Teleport. Irenicus magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space.

Attack. Irenicus makes an attack with his greatsword or slaying longbow.

Bleed the Soul. Irenicus chooses a creature he has hit with his greatsword since the beginning of his last turn. The creature must make a DC21 Constitution saving throw. On a failure, the target starts with 1 death saving throw failure the next time they are reduced to 0 hit points. This effect lasts until the target finishes a long rest.

Celestial Spell (Costs 2 Actions). Irenicus casts a spell using Solar Spellcasting, expending a spell as normal.

Description

Irenicus can be made vulnerable by the Sword of Mask. When hit by the sword, his AC is reduced by 5 and he loses his Magic Resistance feature. This effect lasts for 1 round.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Irenicus can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:

  • Irenicus rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Irenicus's sword gains power. It deals an additional 1d10 radiant and 1d10 necrotic damage whenever he hits.
  • Celestial darts shoot toward up to four creatures Irenicus can see within 120 feet. Each of those creatures must make a DC 20 Dexterity saving throw, taking 18 (4d8) damage on a failed save or half as much on a successful one. If the result of the creature's saving throw was even, it takes radiant damage; if it was odd, the creature takes necrotic damage. If the creature fails the save by 5 or more, there are additional effects according to the type of damage dealt. If it took radiant damage, is is [Tooltip Not Found]. If it took necrotic damage, it is affected by the bane. These effects last until initiative count 20 on the next round.

Monster Tags: Angel

DozingDragon

Comments

Posts Quoted:
Reply
Clear All Quotes