Medium Celestial, Lawful Good
Armor Class 30 (natural armor)
Hit Points 500 (20d20 + 500)
Speed 80 ft., fly 200 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Athletics +20, Medicine +20, Perception +20
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Psychic, Radiant
Senses Darkvision 500 ft., Truesight 500 ft., Passive Perception 30
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Adammin fists. All hits are magical. When he hits with his fist, they deal an extra 6d8 radiant damage (included in the attack).

Divine Awareness. He knows if you lie.

Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: mass healing word, mass heal 

At will: holy aura, feather fall, resurrection

Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. He makes 3 multi attacks.

Fist of light. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (10d10 + 10) bludgeoning damage plus 27 (6d8) radiant damage.

Force of Air. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (10d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Dexterity saving throw or be knocked prone. 

Healing Touch. Touches another creature. The target magically regains 40 (10d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

He 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. regains spent legendary actions at the start of its turn.

Teleport. He magically teleports, along with any equipment it is wearing or carrying, up to 500 feet to an unoccupied space it can see.

Many forms (Costs 2 Actions). He creates 6 forms of himself and each one takes an action and a bonus.

Mind Control (Costs 3 Actions). He targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 25 Constitution saving throw or be controlled until creature under effect gets below 10 HP.

Monster Tags: Angel

DannysShampoo

Comments

Posts Quoted:
Reply
Clear All Quotes