Huge Celestial (Titan), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 313 (19d12 + 190)
Speed 50 ft., Fly 50 ft.
STR
30 (+10)
DEX
21 (+5)
CON
30 (+10)
INT
21 (+5)
WIS
22 (+6)
CHA
27 (+8)
Saving Throws STR +17, INT +12, WIS +13, CHA +15
Skills Deception +15, Insight +13, Persuasion +15
Damage Resistances Necrotic, Radiant
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 16
Languages Celestial, Common, Giant, Goblin, Orc
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. Alavive’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: greater restoration, fear, freedom of movement, eldritch blast(at 17th level).

1/day each: control weather, dispel evil and good, earthquake, fire storm, plane shift (self only)

Legendary Resistance (3/Day). If Alavive fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Alavive’s weapon attacks are magical.

Alignment. Alavive is a Fallen Empyrean, and has descended from the servitude of the gods to reign over mortal men in the Material.  He has become loyal to Orcus, worshipping his power and praying for more of his own.  Alavive's alignment is Chaotic Evil.

Actions

Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of Alavive's next turn.

Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, necrotic, radiant, or thunder.

Change Shape. Alavive magically polymorphs into a medium humanoid that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Alavive's choice).

In a new form, Alavive retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

Attack. Alavive makes one attack.

Demoralize (Costs 2 Actions). Alavive demoralizes all hostile creatures within 120 feet of him until the end of his next turn. Demoralized creatures have disadvantage on all ability checks and saving throws until the end of his next turn.

Trembling Strike (Costs 2 Actions). Alavive strikes the ground with his maul, triggering an earth tremor. All other creatures on the ground within 60 feet of him must succeed on a DC 25 Strength saving throw or be knocked prone.

Monster Tags: Titan

Beard9

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