Medium Celestial, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 184 (16d10 + 96)
Speed 40 ft., Fly 120 ft.
STR
22 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
19 (+4)
WIS
22 (+6)
CHA
21 (+5)
Saving Throws CON +11, WIS +11, CHA +10
Skills Athletics +11, Insight +11, Intimidation +10, Perception +11
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft, Passive Perception 21
Languages all, telepathy 120 ft
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Lawful Mind.The aspect knows if it hears a lie. It also cannot hide or deceive.

Reestablish Order. At the beginning of its turn, the aspect can remove one condition currently affecting it, sacrificing 10hp.

Subdue Chaos. Before it would make any d20 roll, the aspect can choose to replace the die value with 10, sacrificing 5hp. 

Innate Spellcasting. The aspect's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The aspect can innately cast the following spells, requiring no material components:
At will: blindness/deafness, command (2 targets), entangle (30-foot square), guiding bolt (17 damage), silence

3/day each: aura of purity, dispel magic, pulse wave, rime's binding ice, slow

1/day each: control weather, scatter ("Court Summons"), telekinesis

Actions

(Cast a spell on its turn. Use these attacks for legendary actions.)

Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 slashing damage plus 9 radiant damage.

Chain Whip. Melee Weapon Attack: +11 to hit, range 120 ft., one target. 10 piercing damage plus 9 radiant damage, and the target is pulled 20 feet closer.

Gavel slam. All creatures within 10 feet must succeed on a Dexterity saving throw or take 14 force damage and be knocked prone.

Reactions

Reaction Name. Enter the description for your action.

Unyielding. When the aspect is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Shield. When it would be hit by an attack or magic missile, the aspect can create a barrier of force. It gains a +5 bonus to AC, including against the triggering attack, and takes no damage from magic missile.

Reflect Elements. When it takes acid, cold, fire, lightning, or thunder damage, the aspect gainst resistance to the triggering damage type until the start of its next turn. The aspect redirects damage equal that that taken at a target in range; make a spell attack (+10 to hit).

Legendary Actions

The the aspect 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. The the aspect regains spent legendary actions at the start of its turn.

Attack. The aspect makes one attack (see actions).

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

NonstandardDeviation

Comments

Posts Quoted:
Reply
Clear All Quotes