Gargantuan Celestial (Goliath), Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 3000 (100d20 + 1950)
Speed 60 ft., Walk 60 ft.
STR
30 (+10)
DEX
22 (+6)
CON
30 (+10)
INT
24 (+7)
WIS
24 (+7)
CHA
20 (+5)
Saving Throws STR +19, CON +19
Skills Athletics +19
Damage Vulnerabilities Radiant
Damage Immunities Acid, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Tremorsense 10 miles, Passive Perception 25
Languages All known languages of Patria
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Discorperation. When Artelicus drops to 0 hit points or dies, his body is destroyed, but his divine essence travels back to the Abyss, and he is unable to take physical form for a time.

Reflective Resistance (3/Day). If Artelicus fails a saving throw, it can choose to succeed instead and direct the effects onto any creature it can see within 30 feet.

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

Reactive. Artelicus can take one reaction on every turn in combat.

Aura of Seething. Any creature that starts its turn within 20 feet of Artelicus must succeed on a DC 24 CON saving throw or be filled with the same seething hatred that fuels Artelicus' rampage. The creature must immediately use its reaction to attack the nearest ally through any means, including melee or ranged attacks and spell attacks. The creature can then take its turn as normal. A successful save causes the Aura to have no effect.

Actions

Multiattack. Artelicus can make four attacks with his Cursed weapons, two from each weapon. He can instead replace two attacks with a Grasping Terror attack or one attack with an Impaling Leg attack.

Carnal Blade. Melee Weapon Attack: +19 to hit, reach 20 ft., 1 target. Hit: 41 (5d10 + 14) slashing damage. If the Carnal blade targets a creature more than 10 feet away, the creature must succeed on a DC 24 DEX saving throw or be impaled and pulled into Artelicus's grasp. When a creature is impaled in this fashion, Artelicus can use a bonus action to slam the impaled creature into another creature within range. The creature must succeed on the same saving throw or suffer half damage as bludgeoning and be knocked prone, or no damage on a success.

Void Blade. Melee Weapon Attack: +19 to hit, reach 20 ft., 1 target. Hit: 41 (5d10 + 14) force damage. If the Chaos blade targets a creature more than 10 feet away, the creature must succeed on a DC 24 DEX saving throw or be impaled and pulled into Artelicus's grasp. When a creature is impaled in this fashion, Artelicus can use a bonus action to slam the impaled creature into another creature within range. The creature must succeed on the same saving throw or suffer half damage as bludgeoning and be knocked prone, or no damage on a success.

Grasping Terror. Artelicus' grasping arms in the middle of his torso wrap around you in a frigid embrace. The target must succeed on a DC 24 CON save or be gripped with terror. Visions of everyone you've ever known dying, growing ill and poisoned flood your mind as your sanity is sacrificed. With the color draining from your face, you gain the following effects. All attacks, ability checks, and saving throws are made with disadvantage, overruling any advantage from any source. For every round that you are under this effect, a cherished memory from your past is lost forever chosen by the player. The effect can be removed with a Greater Restoration or by repeating the saving throw at the end of your turn.

Impaling Leg. Melee Weapon Attack: +19 to hit, reach 10 ft., 1 target. Hit: 31 (4d10 + 9) piercing damage plus 22 (4d10) poison damage, and the target becomes restrained (DC 24 Strength check to escape). If a creature starts its turn restrained by one of Artelicus' legs, it takes 18 (4d8) piercing damage. If Artelicus moves while he has a creature restrained, it takes 18 (4d8) piercing damage and is no longer restrained.

Reactions

Spell Catcher. Artelicus attempts to catch an incoming spell that targets him or forces him to make a saving throw. Artelicus makes an Unarmed Strike against the AC of the spell. The AC of the spell is equal to the caster's level + the level of the spell. The spell does half damage on a successful hit, and if the spell requires concentration, it is lost. On a failed hit, the spell takes normal effect.

Legendary Actions

Artelicus has 5 legendary actions that can be used at the end of another creature's turn.

Glancing Blow (Costs 1 Action). Melee Weapon Attack: +19 to hit, reach 20 ft., 1 target. Hit: 31 (4d10 + 9) bludgeoning damage. If Artelicus has a creature currently impaled on one of his weapons, he can use a legendary action to slam that creature into the ground or another creature within range.

Chaos Volley (Costs 3 Actions). Artelicus swings his blades around his form, swiping back and forth across the battlefield. Every creature within a radius of 20 feet around Artelicus must succeed on a DC 24 DEX saving throw or take 22 (4d10) necrotic damage and 22 (4d10) magical slashing damage.

Leaping Charge (Costs 1 Action). Artelicus leaps into the air and lands on a creature he can see within 30 feet. The creature must succeed on a DC 24 DEX saving throw or suffer 18 (4d8) bludgeoning damage and be knocked prone.

Lair and Lair Actions

Artelicus does not have a typical lair; however, the massive Titan following him to Greenhaven takes a repeating action on initiative count 20.

Titan Stomp. The unnamed titan following Artelicus smashing his massive foot into the battlefield. Creatures within a 40-foot cube must succeed on a DC 19 DEX saving throw or suffer 110 (20d10) bludgeoning damage.

Sayshal

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