Large Celestial, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 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

telepathic Weapons. The superiors weapon attacks are explosive. When the superior hits with any melee weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. The superior knows if it hears a lie.

Innate Spellcasting. The superior'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. The superior has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The superior makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (7d6 + 8) slashing damage plus 27 (6d8) radiant damage.

exploding stone. Ranged Weapon Attack: +13 to hit, range 600 ft., one target. Hit: 15     \(2d8 + 6) piercing damage plus 27 (2d8) radiant damage. 

Flying Sword. The superior releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the superior can see the sword, the superior can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the superior is considered to be holding it. The hovering sword falls if the superior dies

large push(4/Day).  pushes all nearby enemies into the air and 15 feet back,  does (1d4+2) damage

Legendary Actions

The superior can take 5 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 superior regains spent legendary actions at the start of its turn.

Teleport. (costs 1 action) The superior magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Blinding Gaze (Costs 3 Actions). The superior 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.

boulder launch (costs 2 actions)   

The superior summon a boulder, and launches it with tremendous force does 2d20+ 7 damage. Player must roll a dc15 athletics save to take 1d6  less damage, if boulder hits nero shatters the boulder  doing 1d12 dmg. 

 

Monster Tags: Demon

Jayden17

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