Large Celestial, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
14 (+2)
CHA
25 (+7)
Saving Throws CON +12, CHA +12
Damage Vulnerabilities Psychic
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Exhaustion
Senses Blindsight 20 feet, Passive Perception 16
Languages All, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Angelic Weapons. Adonis' weapon attacks are magical. When Adonis hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness. Adonis knows if it hears a lie within his blindsight.

Innate Spellcasting. Adonis' spellcasting ability is Charisma (spell save DC 20). Adonis can innately cast the following spells, requiring no material components:

At will: detect evil and good

3/day each: blade barrier, dispel evil and good, flame strike, arms of hadar 

1/day each: commune, control weather, enemies abound

Broken Mind. Adonis has disadvantage on WIS saving throws and saving throws against being frightened if the source of the effect is outside of his blindsight. 

Actions

Multiattack. Adonis makes two melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). Adonis touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Adonis can take up to 3 legendary actions in a round.

Mournful Wail (1 legendary action). Adonis screams in maddening fits. Each creature that can hear him within 1000 feet must make a WIS saving throw against Adonis' spell save DC. On a failure, the creature takes 1d4 psychic damage +1 for each time the creature has failed the save in the past 24 hours. 

Angel Tears (2 legendary actions). Adonis weeps pitiful tears. All attack rolls against him disadvantage until the end of his next turn. 

 

Lair and Lair Actions

The halls of the Under-City crypt make a fitting home for this deranged angel. The walls are scratched with cryptic messages and chiseled ravings that instill dizzying headaches in the wisest adventurers. Pools of bloodied tears slicken the ground, and molted feathers mark the paths Adonis frequents. Adonis' screams can be heard echoing down every chamber. 

Lair Actions: On initiative count 20 (losing initiative ties) Adonis can cause one of the following magical effects. Adonis can't use the same lair action two rounds in a row. 

  • Adonis' scratched ravings on the walls seemingly come alive, the words burning with maddening fire for one round. Whenever a creature that can see the markings end their turn within 10 feet of them, they must succeed a WIS saving throw (DC 15) or take 1d10 psychic damage for each time they have failed this saving throw in the last 24 hours.
  • Adonis attempts to return to his plane of origin, failing miserably. As he begins to shimmer and dissipate, he is suddenly shunted back to this plane, taking 1d10 psychic damage. 2  Carrion Crawlers spawn within 5 feet of Adonis. They are hostile to both him and the players. 
  • Adonis briefly regains composure. He attempts to communicate with a creature within his blindsight. 

Monster Tags: Angelaberration

TheMightyFilibuster

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