Gargantuan Celestial, Any Chaotic Alignment
Armor Class 19 studded leather, shield
Hit Points 100 (5d20)
Speed 90 ft., Swim 60 ft., Climb 60 ft., Walk 90 ft.
STR
27 (+8)
DEX
20 (+5)
CON
21 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +14, CON +11, CHA +10
Skills Animal Handling +11, Arcana +17, Intimidation +10, Medicine +11, Nature +17, Religion +17
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Truesight 180ft, Passive Perception 15
Languages All, Telepathy 90ft
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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


Keen Sight and Smell. The Knight has advantage on Wisdom
(Perception) checks that rely on sight or smell.


Fear Aura. Any creature hostile to the Knight that starts its turn
within 500 feet of the Knight must make a DC 17 Wisdom
saving throw, unless the Knight is incapacitated. On a failed
save, the creature is frightened until the start of its next turn. If
a creature's saving throw is successful, the creature is immune
to the Knight's Fear Aura for the next 24 hours  

Actions

Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 29 (6d6 + 8) slashing damage, and 13 (2d7 + 5) acid
damage


Warhammer. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 44 (8d8 + 8) bludgeoning damage, or 52 (8d10 + 8)
bludgeoning damage if used with two hands. Also 15 (3d6+5)
radiant damage


Change Shape. The Knight magically polymorphs into a small
or medium humanoid, or back into its true form. Its statistics
are the same in each form. Any equipment the Knight is
wearing or carrying isn't transformed. If the Knight dies, it
reverts to its true form.

Reactions

Split. When a Knight that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new Knight if it
has at least 10 hit points. Each new Knight has hit points equal
to half the original Knight's, rounded down. New Knight are
one size smaller than the original Knight.


Parry. The Knight adds +5 to its AC against one melee attack
that would hit it. To do so, the Knight must see the attacker and be wielding a melee weapon

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Konahona

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