Huge Celestial, Lawful Good
Armor Class 16 Natural Armor
Hit Points 375 (17d20 + 197)
Speed 45 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
25 (+7)
WIS
28 (+9)
CHA
26 (+8)
Saving Throws INT +13, WIS +15, CHA +14
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Cold, Fire, Lightning, Poison
Senses Tremorsense 120, Truesight 120, Passive Perception 19
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Unshackled (Mythic Trait, Single Use). When Conclus is reduced to 150 hit points or fewer, she loses the Shackled trait. Then, all other creatures other than Conclus have their current hit points set to 60, their hit points cannot be raised in any way, and they cannot gain any temporary hit points.
At the start of every turn, or when a creature misses an attack against Conclus, every creature loses 1 hit point. When one of Conclus' elementals hits a creature during this, they lose 1 hit point. When a creature hits Conclus with an attack, all creatures lose 1 hit point except the one that hit her.
A creature reduced to 0 hit points during Unshackled cannot be revived until Conclus dies.

Shackled. Before Conclus' Mythic trait activates, she is shackled within her lair. Her movement speed is 0.

The Brink. Conclus is nearly dead during this fight. She loses 15 hit points at the start of each of her turns, is blinded, deafened, and she fails all Strength and Dexterity saving throws. She cannot regain hit points by any means.

Eterne's Causality (Unshackled Form Only). When Conclus is hit by a ranged attack, the attacker takes the same amount of damage that was dealt to her. When Conclus is hit by a melee attack, all creatures in the lair other than Conclus loses 2 hit points.

Temporality. All age-altering effects that Conclus causes are reverted when she is defeated.

Actions

Conclusion (Recharge 6). All creatures within Conclus' lair must succeed a DC 21 Intelligence saving throw or age by 1d4 x 10 years. If a creature cannot age or die of old age, they instead take 35 (10d6) psychic damage on a failed save or half as much on a successful one.

Tears of Woe (Shackled Form Only). Conclus' tears cause 2d4 water elementals to form in an unoccupied space within 10 feet of her. They each have 10 hit points and are hostile to all creatures but Conclus and other water elementals.

Timepiercer Rapier (Unshackled Form Only). Melee Weapon Attack: +16 to hit, range 20 ft., 1 target. Hit: 5 damage and the creature ages by 5 years or takes 5 additional damage if they cannot age or die of old age. Alternatively, Conclus can automatically hit all creatures within 5 feet of her.

Legendary Actions

Conclus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Conclus regains spent legendary actions at the start of her turn.

Burning Sadness (Costs 1 Action). The hole in Conclus' chest ignites and 2d4 fire elementals with 10 hit points emerge, attacking all creatures that are hostile to Conclus.

Freezing Breath (Costs 1 Action). Conclus breathes icy breathe in a 50-foot cone. All creatures in the area must make a DC 17 Constitution saving throw, taking 32 (7d8) cold damage on a failed save or not as much on a successful one.

Mythic Actions

When Unshackled is active, Conclus can use the following as Legendary Actions.

Bend Nature (Costs 2 Actions). Conclus causes one of her Lair Actions to take place.

Bend Time (Costs 2 Actions). All creatures that are hostile to Conclus have their initiative count reduced by 2.

Lair and Lair Actions

Conclus has been trapped in an underground lair, which has altered due to the fallen goddess' presence. 

Lair Actions

On initiative count 20 (losing initiative ties), Conclus takes a lair action to cause one of the following effects; Conclus can’t use the same effect two rounds in a row:

  • Grasping Plants. Conclus causes roots and vines to temporarily grow around her; until initiative count 20 on the next round, the ground within 20 feet of her is difficult terrain.
  • Chaotic Aura. Conclus creates misdirecting currents of air and magic around herself. Until initiative count 20 on the next round, whenever a ranged attack roll misses her, reroll the attack against a random creature within 30 feet of Conclus that doesn't have total cover against the attack.
  • Falling Earth. Part of the ceiling collapses above one creature that Conclus can see. The creature must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone and buried under rubble. A buried creature is restrained and unable to stand up. A creature can use an action to try to pull itself or another creature out of the rubble, doing so with a successful DC 10 Strength (Athletics) check.

Regional Effects

The region containing Conclus’ lair is altered by her draining magic, which creates one or more of the following effects:

  • no plants, beasts or fey can be summoned within a mile of the area.
  • flowers are always in full bloom, and the weather always resembles spring-time.
  • No time-altering magic can be

If Conclus dies, the first effect fades instantly, but a 500-mile area centered on the lair is transformed into a desert.

__Sage__

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