Gargantuan Celestial, Neutral Evil
Armor Class 27 Natural armor
Hit Points 730 (35d20 + 350)
Speed 150 ft., Swim 150 ft., Fly 150 ft., Climb 150 ft., Climb 150 ft., Burrow 150 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
Damage Resistances Damage Dealt By Traps
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 600 ft., Passive Perception 25
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

World Ender. As soon as Bringer of ragnarok step on to the world all life cannot regain hit points.

magical Absorption. Whenever the ragnarok is subjected to magical damage, it takes no damage and instead regains a number of hit points equal to the magical damage dealt.

Immutable Form. The ragnarok is immune to any spell or effect that would alter its form.

Magic Weapons. The ragnarok's weapon attacks are magical.

Legendary Resistance (10/Day). If the ragnarok fails a saving throw, it can choose to succeed instead.

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

Freedom of Movement. The ragnarok ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Monstrous Attack. the ragnarok's attacks causes double damage.

Destructive Energy Aura. Any creature that starts its turn within 30 feet of the ragnarok takes 20 (3d6+10) force damage.

Actions

Multiattack. The ragnarok makes  five attacks of your choice.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Annihilation Breath (Recharge 4-6). The ragnarok exhales destructive energy in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one.

Lightning Storm. The ragnarok magically creates three bolts of lightning, each of which can strike a target the ragnarok can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the ragnarok can't bite another target.

Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Horns. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

 

Legendary Actions

The ragnarok can take 5 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 ragnarok regains spent legendary actions at the start of its turn.

Attack. the ragnarok can make two tail attacks.

Lacerate (costs 2 actions). the ragnarok can make three bite attacks on the same opponent.

Mythic Actions

If the Bringer of Ragnarok's World Ender trait has activated in the last hour, it can use the options below as legendary actions.

Níðhöggr Summon ( costs 5 actions). summon a Níðhöggr with challenge 10 or lower. there can be only one Níðhöggr summoned by this ability.

KatSoBlu