Gargantuan Celestial, Chaotic Good
Armor Class 22 Natural Armor
Hit Points 448 (23d20 + 207)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +7, CON +16, WIS +9, CHA +13
Skills Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7
Damage Resistances All
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Celestial, Common, Draconic, Primordial, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Discorporation. When Aldryrth drops to 0 hit points or dies, her body is destroyed, but her essence travels back to her domain in Dweomerheart, and she is unable to take physical form for 1d20 days. 

Limited Magic Immunity. Unless she wishes to be affected, Aldryrth is immune to spells of 4th level or lower. She has advantage on saving throws against all other spells and magical effects. 

Rainbow Star. When Aldryrth is killed, she explodes in a swath of celestial destruction. Each creature and object within 1 mile of her takes 50 (10d10) Cold damage, 50 (10d10) Fire damage, 50 (10d10) Radiant damage, and 50 (10d10) Thunder damage. Each damage type can be reduced to half damage with a successful DC 21 saving throw: Constitution for the Cold and Thunder damage; Dexterity for the Fire damage; Wisdom for the Radiant damage. Additionally, a creature that fails two or more of the saving throws is affected by a Plane Shift spell and is sent to a random plane. If it is sent to the plane that it occupies, it appears 1d100 miles away in a random direction. 

Reflective Carapace. Any time that Aldryrth is targeted by a line spell, or a spell that requires a ranged attack roll, roll 1d6. On a 1-5, Aldryrth is unaffected. On a 6, Aldryrth is unaffected and the spell is reflected back at the caster as though it had originated from Aldryrth, turning the caster into the target. Additionally, when Aldryrth is hit by a melee attack, the attacker needs to make a Constitution save (DC 21). On a failed save, the creature takes 5 (1d10) Cold, 5 (1d10) Fire, 5 (1d10) Radiant, and 5 (1d10) Thunder damage. Only half damage is taken on a successful save.

Legendary Resistance (3/Day). If Aldryrth fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Aldryrth makes five attacks: One with her bite, two with her claws, one with her horns, and one with her tail.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 33 (4d12+9) Piercing damage. if the target is a creature, it is Grappled (escape DC 21 Athletics or Acrobatics). Until this grapple ends, the target is restrained, and Aldryrth can't bite another creature.  

Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 25 (4d8+9) Slashing damage. 

Horns. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (4d10+9) Piercing damage. 

Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 21 (4d6+9) Bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength save or be knocked prone.

The_Midnight_Queen

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