Legendary Resistance (5/Day). If Ceneberos fails a saving throw, it can choose to succeed instead.
Double Focus. Ceneberos can concentrate on two spells at once.
Divine self. Ceneberos has avantage on every attack roll, saving throw, skill checks and ability checks.
Celestial harmer. Ceneberos can turn the damage type of its spells to radiant damage.
Unblocakble Weapons. Ceneberos's weapon attacks ignores resistance and immunity to piercing, slashing and bludgeoning damage.
Will of the Apotheosis. If Ceneberos would be reduced to 0 hit points,his skull falls to the ground before creating a new body, similar to his old one, except his spine is no longer in the ground, but attached to a skeletal tiger-like body, his current hit point total resets to 525 hit points, he gains a walking speed of 120ft. he regains any expended uses of Legendary Resistance. Additionally, Ceneberos can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Ceneberos after his Will of the Apotheosis activates.
Innate Spellcasting. Ceneberos can use either Wisdom, Intelligence or Charisma as its spellcasting ability (spell save DC 27). It can innately cast the following spells, requiring no material components:
At will: wish
Multiattack. Ceneberos uses Divine Annihilation if available or makes an attack with each of its weapon, and make any spell using wish.
Sword. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Warhammer. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.
Morningstar. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. plus 5 (2d4) piercing damage.
Greataxe. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) slashing damage.
Trident. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
Whip. Ranged Weapon Attack: +19 to hit, range 150/600 ft., one target. Hit: 30 (8d4 + 10) slashing damage.
Spear. Ranged Weapon Attack: +19 to hit, range 150/600 ft., one target. Hit: 24 (4d6 + 10) piercing damage.
Sling. Ranged Weapon Attack: +19 to hit, range 150/600 ft., one target. Hit: 30 (8d4 + 10) bludgeoning damage.
Bow. Ranged Weapon Attack: +19 to hit, range 150/600 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
Crossbow. Ranged Weapon Attack: +19 to hit, range 150/600 ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Divine Annihilation. Requires 1 charge of Divine anhilation (see lair Actions). Ceneberos releases the energy stored in its chest in a 300 ft cone. Every creature in that area must suceed on a DC 27 Dexterity saving throw, or take (10d100) force damage (half as much on a successful one).
Ceneberos can take up to three reactions per round but only one per turn.
Counter attack. If a creature fails a melee attack against Ceneberos, can make an attack with any of its weapon against that target.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Apply conditions. on a failed DC 17 saving throw, apply any conditions to one target (chosen randomly). The condition ends at the end of the target's turn.
Blinded : Constitution saving throw
charmed : wisdom saving throw
Deafened : Constitution saving throw
Frightened : Wisdom saving throw
grappled : Strength saving throw
incapacitated : Intelligence saving throw
paralyzed : Wisdom saving throw
petrified : Constitution saving throw
poisoned : Constitution saving throw
prone : Dexterity saving throw
restrained : Strength saving throw
stunned : Constitution saving throw
If Ceneberos’s Will of the apotheosis trait has activated in the last hour, he can use the options below as legendary actions.
Move. Ceneberos moves to half of its speed
Exhaust. On a failed DC 17 Consitutuion saving throw, one target of Ceneberos's choosing gains a level of exhaustion
Bonus Action. (Costs 2 Actions) Ceneberos takes a bonus action
Description
Ceneberos looks like a giant skeleton made out of light, with a triangular skull. Its spine is coming out of the ground. He has ten arms, each holding a different weapon.
This monster was created to see what players could do if they had access to every single item in the game... Ceneberos lost sooner than I expected.
Lair and Lair Actions
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:
- Circle of clones. Ceneberos drools clouds out of its mouth, filling a one mile area, which dissipates rapidly. When dissipated, every creature caught in the cloud forms a circle with the others, all taking the appearance of Ceneberos until the next lair action takes place.
- Divine Annihilation. Energy comes out of the skies and gathers inside Ceneberos's Chest. Ceneberos gains one charge that he can use to perform the Divine Annihilation action.
- Magical spikes. Magical spikes appear out of thin air in 300 ft sphere around Ceneberos. Walking in these spikes deals 2d8 radiant damage to a creature for every 5ft they travel. The air also thickens in that area, making it difficult terrain.
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