Large Celestial, Unaligned
Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., swim 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +14, WIS +14, CHA +17
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.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Divine Awareness. Ziingorath knows if it hears a lie.

Innate Spellcasting. Ziingorath's 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. Ziingorath has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Ziingorath makes two claw attacks.

Claw. Melee Weapon Attack: +15 to hit, reach 25 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Bite. Melee Weapon Attack: +15 to hit, reach 25 ft., one target. Hit: 15 (2d8+8) piercing damage plus 27 (6d8) radiant damage. 

Healing Touch (4/Day). Ziingorath 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

Ziingorath 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. Ziingorath 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). Ziingorath emits magical, divine 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). Ziingorath 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.

Monster Tags: Angel

ReishCamatah

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