Gargantuan Celestial, Lawful Good
Armor Class 25 (divine aegis)
Hit Points 512 (25d20 + 250)
Speed 50 ft., Burrow 50 ft., Fly 100 ft. (hover)
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
26 (+8)
WIS
30 (+10)
CHA
25 (+7)
Saving Throws CON +19, INT +17, WIS +19, CHA +16
Skills Athletics +19, History +17, Insight +19, Medicine +19, Perception +28, Persuasion +16, Religion +17
Damage Resistances Necrotic, Radiant
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 38
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If Moradin fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Moradin can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

Tunneler. Moradin can burrow through solid rock and leaves a 20-foot-square tunnel in his wake. The tunnel is perfectly carved and structurally sound.

Actions

Multiattack. Moradin makes two Warhammer attacks, and he uses Cleansing Flame.

Warhammer. Melee or Ranged Weapon Attack: +19 to hit, reach 15 ft. or range 30/120 ft., one target. Hit: 28 (4d8 + 10) thunder damage and 27 (6d8) radiant damage. Hit or Miss: The warhammer magically returns to Moradin's hand immediately after a ranged attack.

Cleansing Flame. Moradin targets one creature he can see within 120 feet of him. The target must make a DC 27 Dexterity saving throw. On a failed save, the target takes 28 (4d8+10) radiant damage, and any spell of 3rd level or lower on the target ends. On a successful save, the target takes half as much damage and faces no additional effect.

Spellcasting. Moradin casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 27):

At will: command, dispel magic, flame strike, greater restoration, hold person, mending, spare the dying

2/day each: banishment, earthquake, fire storm, true resurrection (as an action)

Thunderport. Moradin teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Upon arrival, creatures of his choice within 15 feet of him must make a DC 27 Constitution saving throw. On a failed save, the target takes 13 (3d8) thunder damage, and is knocked prone. On a successful save, the target takes half as much damage and is not knocked prone.

Legendary Actions

Moradin 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. Moradin regains spent legendary actions at the start of his turn.

Teleport. Moradin uses Thunderport.

Attack (Costs 2 actions). Moradin makes one Warhammer attack.

Spellcasting (Costs 2 Actions). Moradin uses Spellcasting. 

Description

Moradin, the dwarf god of creation is a force for good across the multiverse. This mighty deity will sometimes appear in the material plane as a colossal armored dwarf, bringing complete destruction against his foes and salvation for the just. 

Previous Versions

Name Date Modified Views Adds Version Actions
6/7/2022 4:39:54 AM
18
0
1.0
Coming Soon
6/14/2022 7:11:48 AM
28
1
2.0
Coming Soon
Hyraxes

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