Huge Celestial, Lawful Good
Armor Class 25 Plate & shield
Hit Points 607 (32d20 + 300)
Speed 60 ft., Fly 60 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
24 (+7)
WIS
30 (+10)
CHA
26 (+8)
Saving Throws STR +19, DEX +13, CON +19, WIS +19
Skills Acrobatics +13, Arcana +18, Athletics +21, History +20, Insight +19, Intimidation +22, Investigation +16, Perception +19
Damage Immunities Cold, Fire, Lightning, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120, Truesight 120ft., Passive Perception 29
Languages Celestial, Celestial, Common, Dwarvish, Giant, Telepathy, Undercommon
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Fury of the Dwarf Father (Recharges after a long/short rest): If reduced to 0hp, the Aspect of Moradin will get back up to 500hp, have all used legendary actions gone back to full and can now use the mythic actions as if they were legendary actions.

Stone Cunning: Double the History Profeciency Bonus whenever making a history check on stone work.

Soul Weapon: The Aspect is unable to be disarmed or loose their weapons and armor. They can also throw it and make it return to their hand.

Read Thoughts: An enemy creature within 60ft must make a wisdom saving throw, or the Aspect will be able to read their mind and surface thoughts. The Aspect can choose to end this effect and immidiately caste Command without using a spell slot and the creature will automatically fail.

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

Legendary Resistance (5/day): Can choose to succed on any failed saving throw.

Spellcasting. Aspect of Moradin counts as a high level cleric. His spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). The Aspect has following spells prepared:
Cantrips (at will): Guidance, Sacred Flame, Mending, Light, Toll the Dead, Word of Radiance, Spare the Dying. 
1st level (4/day): Identify, Searing Smite, Command, Bless, Guiding Bolt, Healing Word.
2nd level (3/day): Heat Metal, Augury, Suggestion, Enhance Ability, Zone of Truth.
3rd level (3/day): Protection from Energy, Nondetection, Speak with Dead, Revivify, Dispel Magic.
4th level (3/day): Fabricate, Wall of Fire, Arcane Eye, Confusion, Stone Shape.
5th level (3/day): Animate Objects, Creation, Legend Lore, Scrying, Summon Celestial.
6th level (2/day): Heal, Heroes' Feast.
7th level (2/day): Resurrection, Conjure Celestial, Plane shift, Divine Word.
8th level (1/day): Holy Aura.
9th level (1/day): Mass Heal, Gate.

Actions

Action Name. Enter the description for your action.

Warhammer. Melee Weapon Attack: +19 to hit, reach 10 ft., 1 target. Hit: 24 (2d10 + 1d8 + 10) Magical bludgeoning + radiant damage.

Warhammer (thrown). Ranged Weapon Attack: +13 to hit, range 60/180 ft., 1-4 target (2-by-2 cube). Hit: 18 (2d10 + 4 + 1d8) Magical bludgeoning + radiant damage. Leaves a 2-by-2 square crator of difficult terrain.

Bonus Actions

Shape Change: The Aspect of Moradin can take the shape of either a normal sized dwarf, living objects, metallic dust, solid metal and many other things that's tied to the dwarven people and culture.

Reactions

Parry: Add +2 to AC.

Headbutt: Reaction to taking damage, headbutt the enemy for 2D4 + strength modfier worth of damage with advantage.

Legendary Actions

Attack (Costs 1 Actions). Makes another attack with his warhammer at the end of another creature's turn.

Rallying Cry (Costs 2 actions): Let's out a war cry that grants 1d8 of nearby allies immunity to the frightened condition and advantage on wisdom saving throws.

Mythic Actions

If Fure of the Dwarffather is activated, it's last an hour and he can use the options below as legendary actions:

Dwarven Steel (Costs 2 Actions). The Aspects flesh seems to turn to solid stone, granting him resistance to magical slashing, piercing and bludgeoning until his next turn.

Hammers of the Dwarf Father (Costs 3 actions): The Aspect summons 4 hammers coming crashing down from the heavens. The hammers covering a 10ft cube and the lightning from the hammers reaching as high as the sky themselves, any creature hit within this area by the attack must make a dexterity saving throw of 27 or take 4D10 magical Bludgeoning damage and 3D10 lightning damage that ignores resistance and immunities. If they're in the sky, they will be knocked to the ground if they fail the save.

Description

The Aspect of Moradin has appeared many times to help his dwarven children in their time of need. What could possibly be so great that he has yet again appeared to save his children? Only the DM knows for sure.

Habitat: ArcticHillMountainUnderdarkUrban

Heimko

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