Gargantuan Celestial (Angel), Lawful Neutral
Armor Class 28 (natural armor)
Hit Points 470 (27d12 + 270)
Speed 70 ft., Fly 500 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 Intimidation +40, Perception +32, Religion +27
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Damage Immunities Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Truesight 700 ft. , Passive Perception 42
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Cosmic Weapons. The cosmitar's weapon attacks are magical. When the cosmitar hits with any weapon, the weapon deals an extra 10d12 force damage (included in the attack).

Cosmic Awareness. The cosmitar knows if it hears a lie, or if any information is unspoken.

Innate Spellcasting. The cosmitar’s spellcasting ability is Charisma (spell save DC 30). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only), guiding bolt (6th level), banishment, spirit guardians (8th level)

6/day each: blade barrier, dispel evil and good, true resurrection

3/day each: commune, control weather

1/day: The Song of Hope

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

Actions

Multiattack. The solar makes four Cosmic Spear attacks or unarmed strikes.

Cosmic Spear. Melee Weapon Attack: +25 to hit, reach 20 ft., one target. Hit: 22 (8d8 + 10) piercing damage plus 27 (10d12) force damage.

Unarmed Strike. Melee Weapon Attack: +25 to hit, reach 10 ft., one target. Hit: 22 (8d6 + 10) bludgeoning damage plus 27 (10d12) force damage.

Flying Spear. The cosmitar releases its spear to hover magically in an unoccupied space within 5 feet of it. If the cosmitar can see the spear, the cosmitar can mentally command it as a free action to fly up to 200 feet and either make two attacks against a target or return to the cosmitar’s hands. If the hovering spear is targeted by any effect, the cosmitar is considered to be holding it. The hovering spear falls if the cosmitar dies.

Healing Touch (10/Day). The cosmitar touches another creature. The target magically regains all of its hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

The cosmitar can take 7 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 cosmitar regains spent legendary actions at the start of its turn.

Teleport. The Cosmitar magically teleports, along with any equipment it is wearing or carrying, up to 1 mile to an unoccupied space it can see.

 Supernova (Costs 3 Actions). The cosmitar emits cosmic energy. Each creature of its choice in a 100 foot radius, centered on the cosmitar must make a DC 28 Dexterity saving throw, taking 14 (27d12) fire damage plus 14 (27d12) force damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). The cosmitar targets one creature it can see within 1 mile of it. If the target can see it, the target must succeed on a DC 20 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Description

Cosmitars are agents of Ao, the Overgod. Superseding even the greatest gods, their power is on a grand cosmic scale. They almost never interact with mortals, for their affairs deal with the grand design of existence. Woe betide any mortal who comes across a Cosmitar, for their patience for the petty squabbles of the tiny, short-lived folk is very thin. 

Monster Tags: Angel

silverstartorch727

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