Medium unknown (Angel, Any Race, Demon, Warlock), Typically Chaotic Evil
Armor Class 19 (Aura)
Hit Points 750 (18d10 + 144)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +16, WIS +16, CHA +19
Skills Perception +14
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 24
Languages All, Telepathy 120 ft. All Languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Nephilic Weapons. Ark's weapon attacks are magical. When Ark hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. Ark knows if they hear a lie.

Innate Spellcasting. Their spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather

Magic Resistance. They have advantage on saving throws against spells and other magical effects.

Actions

Multiattack. They makes two Muramasa attacks.

Muramasa. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Flying Sword. They release a Katana to hover magically in an unoccupied space within 5 feet of it. If they can see the sword, it can mentally command the weapon as a bonus action to fly up to 50 feet and either make one attack against a target or return to their hand. If the hovering sword is targeted by any effect, they are considered to be holding it. The hovering sword falls if they die.

 

Legendary Actions

Ark 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. The solar regains spent legendary actions at the start of its turn.

Teleport. They magically teleport, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Chaotic Burst (Costs 2 Actions). Ark emits magical, Chaotic energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Ark targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Mythic Actions

Ark can take 2 Mythic actions, choosing from the options below. Only one legendary action option can be used at a time and only at the start of another creature's turn. The solar regains spent legendary actions at the start of its turn.

Playtime. (Only used 3 times) Readies a dodge at the start of each turn.

Limit Release. (Only used once at half Health) Adds Necrotic and Celestial Damage to all attacks.

Description

Arkana Chaeberos is 5'9" and has 6 wings , 3 black and 3 white.
His hair is Bone white with Glowing red eyes. Typically speaks in a mightier than though approach. He always lets the foe attack first and typically avoids killer blows unless necessary.  Feel free to have fun with him!

Lair and Lair Actions

Lair is the Entire world.

Monster Tags: DemonAngelTitanDemon Lord

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

LordOfArkana

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