Huge Celestial (Titan), Neutral Evil
Armor Class 23 Natural Armor
Hit Points 450 (22d20 + 220)
Speed 60 ft., Fly 60 ft., Swim 60 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
26 (+8)
WIS
20 (+5)
CHA
21 (+5)
Saving Throws DEX +11, CON +19, INT +17, WIS +14, CHA +14
Skills Perception +23
Damage Resistances All
Damage Immunities Force, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 33
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Forget Death Itself (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, her current hit point total instead resets to 400, she regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options from the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the Aspect of Shar after her Forget Death Itself activates. When this feature activates the aspect loses its Omnipotent Presence feature.

Shrouding Weave. While not concentrating on a spell the aspect has immunity to all damage or effects dealt by mortal weapons and spells cast at 9th level or lower. Striking her with a divine weapon ends this trait until the start her next turn, reducing her immunity. She then becomes immune to all non-magical weapons, necrotic, radiant and force damage, and has resistance to all other forms of damage dealt by non-divine weapons or artifacts.

Discorporation. When the aspect dies the spirit of Shar leaves the host's body which is destroyed. Her essence travels back to her domain in the Astral Sea, and she is unable to take physical form for a time. 

Legendary Resistance (5/Day) If the aspect fails a saving throw, she can choose to succeed instead.

Limited Magic Immunity. Unless she wishes to be affected, the aspect is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.

Omnipotent Presence. The aspect can take one reaction per turn, rather than only one per round. 

Divine Presence. The aspect targets any creature that can see her. Targets must make a Wisdom saving throw (DC 27) or become vulnerable to all damage until the start of her next turn. Targets that succeed on the saving throw are immune to Divine Presence for 24 hours.

Goddess of Magic. The aspect is an 11th-level spellcaster. her spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). The aspect has all spells prepared. She can cast up to two spells per action but if multiple spells are cast, they must be single-target and target different creatures. 
Cantrips (at will)
1st level (8 slots)
2nd level (6 slots)
3rd level (6 slots)
4th level (6 slots)
5th level (6 slots)
6th level (2 slots)
7th level (2 slots)
8th level (2 slots)
9th level (2 slots)
10th level (1 slot)
11th level (1 slot)

Actions

Multiattack. The aspect uses Divine Presence and makes two Divine Weapon attacks, and one Divine Judgement attack.

Multicast. The aspect casts two spells. If the aspect casts a spell that can target or affect multiple creatures, she uses Divine Weapon instead of casting a second spell.

Divine Touch (Recharge 5-6). Melee Weapon Attack: +19 to hit, reach 10 ft., one creature. The target's hit points are reduced to zero. 

Divine Weapon. Weapon Attack: +19 to hit, reach varies., one creature. Hit: varies(2dX+10) damage. The aspect's weapon is a mailable mass of weave that bends its shape to her will. The weapon takes the shape of any weapon during the attack action and is considered magical.

Divine Judgement. Ranged Weapon Attack: +19 to hit, reach (sight), one creature. Hit: 23(2d12+10) damage. The target is filled with the regret for their past actions and has disadvantage on all ability checks, saving throws, and attack rolls until the end of their next turn. 

Bonus Actions

Harrowing Recollections (11th level slot)The aspect targets any number of creatures she can see, the target must make a charisma saving throw, DC 27. On a failed save the target recalls an unpleasant memory of a foe felled (even themselves), that foe is formed of the Shadow Weave with all of it's features and memories. The creature is charmed by the aspect but is hostile. It shares initiative with the targeted creature and acts independently. The summoned creature has the HP of the target at the time of its summoning and lasts until individually dispelled or their hit points are reduced to 0. The aspect can only have one spell of 10th level or higher active at a time.

Teleport. The aspect teleports to an unoccupied space she can see within 60 feet.

Change Shape. The aspect magically transforms into any Humanoid or Beast, while retaining her game statistics (other than her size). This transformation ends if the aspect is reduced to 0 hit points or if she uses a bonus action to end it.

 

Reactions

Divine Domain. The aspect can cast dispel magic, counterspell, and detect magic at 3rd level once per round each without consuming a spell slot.

Legendary Actions

The aspect 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. The aspect regains spent Legendary actions at the start of her turn.

Attack. The aspect makes one divine weapon attack.

Cast a Spell. The aspect casts a single spell

Move. The aspect moves up to its movement speed.

Divine Calling (Costs 2 actions). The aspect makes one Divine Weapon attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of its next turn.

Mythic Actions

If the aspect's Forget Death Itself trait has activated in the last hour, she can use the options below as legendary actions.

Hurl Through Death. (Costs 2 Actions). The aspect targets a creature with 100 hit points or fewer or has died before. The creature must make a DC 25 Charisma saving throw or take 22 (4d10) necrotic damage and be banished to the Negative Plane. There they take an additional 22 (4d10) necrotic damage. If the creature dies they cannot be resurrected by any means and disintegrate. If the creature survives, a nightwalker takes their place in initiative. At the start of the aspect's next turn, the creature reappears in an unoccupied space within 10 feet of the aspect and the nightwalker is banished. 

Divine Providence. (Costs 3 Actions). The Aspect begins casting any spell and gains a shield with hit points equal to her maximum hit points for the casting time. Physical intrusion on the barrier will cause all damage to be reflected on the attacker or caster. Magical interference will result in the caster losing 1d6 spell slot levels and the spell will fail. Teleporting inside the barrier will result in the teleporter being subjected to the spell imprisonment becoming trapped within a crystal at the aspect's feet.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the aspect can take one of the following lair actions; she can’t take the same lair action two rounds in a row:

Deadly Utterance. The aspect's voice echoes throughout her realm. Her utterance causes a disturbance in the Weave creating a ravenous void at any unoccupied space within her lair. Shar needn’t see the space.

Antilife Grasp. The aspect causes shadowy arms to rise from an area on the ground in a 20-foot square that she can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 27 Dexterity saving throw or be restrained until the arms disappear or until the aspect releases them (no action required).

Antilife Servants. The aspect targets a creature and forcefully summons a nightwalker from the Negative Plane in its place sharing its initiative, banishing the target to the Negative Plane until initiative count 20. The target must make a constitution saving throw (DC 27) and takes 70(20d6) necrotic damage. If the creature dies they cannot be resurrected by any means and disintegrate. If the target dies, the nightwalker isn't summoned. These creatures obey her telepathic commands, which can reach anywhere in the lair.

Ninjaneer220

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