Medium Celestial, Chaotic Good
Armor Class 28 Natural Armor
Hit Points 2100 (100d20 + 50)
Speed 60 ft., fly 200 ft. Uses wings.
STR
20 (+5)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws DEX +19, CON +19, INT +19
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision Can see in bright light in darkness, for as far as it can see., Unknown This being can detect presences in the world, that need to be Imprisoned in the abyss, and it goes to confront them., Passive Perception 14
Languages All, Telepathy 200 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Magic Weapons. The Ethereal Warden's weapon attacks are magical.

Spellcasting. The Ethereal Warden is a 4th-level spellcaster. Its spellcasting ability is Dexterity (spell save DC #, +# to hit with spell attacks). The Ethereal Warden has following spells prepared:
Cantrips (at will): Sacred Flame, True Strike 
1st level (3 slots): Bless, Command, Armor of Agathys 2nd level (1 slot) Moonbeam 

Actions

True Sword: The Ethereal Warden takes two actions, the first to cast True Strike, and the second to take a Warden Blade attack.

Warden Blade. Melee Weapon Attack: +19 to hit, reach 5 ft., 1 target. Hit: 20 (2d10 + 10) Slashing damage. 

Orb Laser. Ranged Weapon Attack: +19 to hit, range 120/600 ft., 3 target. Hit: 10 (1d10 + 5) Radiant damage.

Bonus Actions

Warping. The Ethereal Warden can use a bonus action to warp up to 200ft while in combat, or a unlimited number of feet while outside of combat.

Legendary Actions

The Ethereal Warden has 3 legendary actions, which it can take on the end of any other turn in combat, besides its. Legendary Actions are replenished at the start of the Ethereal Warden's turn.

Blast (Costs 1 Action). The Ethereal Warden takes a action to cast a cantrip, with advantage, to a creature within range.

Mythic Actions

The Ethereal Warden has 3 mythic actions, that it can use at the start of every turn (excluding its) to take a mythic action. Mythic actions are replenished at the start of its turn. If the battle has been going on for at least 100 rounds, The Ethereal Warden has 6 mythic actions, instead of three.

Warden's Insight (Costs 2 Actions). The Ethereal Warden takes a True Strike action, and attack rolls against it have disadvantage until the start of the Ethereal Warden's turn.

Warden's Shot (Costs 1 action) The Ethereal Warden takes a  action, with disadvantage on the Ethereal Warden's attack roll, and the Ethereal Warden has disadvantage on saving throws, until its turn.

Imprisonment (Costs 6 actions). The Ethereal Warden chooses a single creature, of any size, and sends it into the abyssal plane of the Abyssal Dragon. (Check TiamatsWarrior's version not mine, as this homebrew relates to its lore.)

Description

A glowing, Humanoid being, with large wings of yellow feathers, wielding a Shining Longsword, and orbs of light surround its feet, with a Larger orb hovering behind its head.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Grassland

TalmondtheLost

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