Large Celestial, Chaotic Neutral
Armor Class 17 Natural Armor
Hit Points 240 (20d8 + 80)
Speed 30 ft., Fly 50 ft. (hover)
STR
16 (+3)
DEX
13 (+1)
CON
18 (+4)
INT
20 (+5)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws STR +8, CON +9, INT +10, WIS +6
Skills Arcana +10, Athletics +8, Perception +6
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 16
Languages All, Telepathy 120 ft
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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

Spellcasting. Karsus is a 12th-level spellcaster. His spellcasting ability is intelligence (spell save DC 18, +10 to hit with spell attacks). Karsus has following wizard spells prepared:
Cantrips (at will): prestidigitation, fire bolt, lightning lure, thunderclap, light
1st level (4 slots): sleep, magic missile
2nd level (3 slots): shatter, hold person
3rd level (3 slots): counterspell, lightning bolt
4th level (3 slots): banishment, fire shield
5th level (2 slots): dominate person, far step
6th level (1 slots): [spell[sunbeam[/spell]

Actions

Staff. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Legendary Actions

Karsus 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. Karsus regains spent legendary actions at the start of his turn.

Cantrip. Karsus casts one of his cantrips.

Staff Attack. Karsus makes a staff attack.

Godly Power (Costs 2 Actions). Karsus regains a spell slot of 2nd level or lower.

Shifty057

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