Large Celestial, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 544 (20d20 + 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 Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Angelic Weapons. The black hand's weapon attacks are magical. When the black hand hits with any weapon, the weapon deals an extra 6d8 neurotic damage (included in the attack).

Divine Awareness. The black hand knows if it hears a lie.

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

At will: All spells 1st - 3rd levels

Magic Resistance. The Black hand has advantage on saving throws against spells and other magical effects.

Black hand knows all spells and is a level 20 caster using charisma as the casting mod.

spell att. +17, spell dc 25

5 / legendary resistance: After failing a save the black hand can those to succeed instead

Actions

Multiattack. The Black hand makes two melee attacks or cantrips

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

Healing Touch (4/Day). The Black hand touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

The black hand 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 black hand regains spent legendary actions at the start of its turn.

Teleport. The Black hand magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). The black hand emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 25 Dexterity saving throw, taking 14 (4d6) radiant damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). The Black hand targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 25 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Lair and Lair Actions

1. Entire hall gets engulfed in magical darkness.

2. Psychic energy wave. Wis  save (20) 6d8 psychic

3. black hand's presence causes all to make wis saving throw against being frightened. (DC 20)

Monster Tags: Angel

chalk444

Comments

Posts Quoted:
Reply
Clear All Quotes