Huge Celestial (Fire Giant), Lawful Good
Armor Class 22 Plate
Hit Points 250 (23d20 + 15)
Speed 40 ft.
STR
30 (+10)
DEX
11 (+0)
CON
20 (+5)
INT
13 (+1)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws STR +16, CON +11, WIS +11
Skills Athletics +10
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Fire, Radiant
Condition Immunities Charmed, Exhaustion, Grappled, Restrained, Stunned
Senses Passive Perception 15
Languages Giant, Common, Celestial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Charged Strike: Arnston may choose to turn any attack into a critical hit, however, if he does so he is knocked prone. 

Giant Rage: After going to half hp or below, Arnston deals an extra 1d12 fire damage and an extra 1d12 bludgeoning damage on all attacks. He also gains the trait Battle Fever: After a successful attack with his hammer,  he may choose to attack up to 3 more times in quick succession, these attacks can only target up to one other creature besides the original target.

Bloodlust: after using reckless charge or moving up to his full speed Arnston may make an extra attack on any enemy within 50 feet of him.

Actions

Reckless Charge: (Recharge 4-6) +8 to hit Arnston charges up to 70 feet at a target he can see, dealing 5d10 bludgeoning damage upon a hit and knocking the target up to 50 feet backwards, if the target hits a hard surface they take an extra 2d12 bludgeoning damage. immediately after charging his attacks immediately score a critical hit upon success except have disadvantage.

Greathammer: Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit:  (6d12 + 10 ) bludgeoning damage. 

Crushing Jump: (Recharge 5-6) arnston makes a massive leap (up to 50 feet) with his hammer held above his head, when he lands, any creature within a 15 foot radius of his landing spot must succeed on a dc17 dexterity saving throw with disadvantage. on a failed save creatures within 5 feet take 6d12+10 bludgeoning damage and 4d10+5 thunder damage. Creatures from 5-10 feet away take 3d12 bludgeoning damage and 4d10+5 bludgeoning damage. Creatures from 10-15 feet away take 4d10+5 thunder damage. 

Flop: (Recharge 4-6) Arnston jumps and flops right onto the unfortunate soul beneath him (They must be within 5 feet of him) The creature must make a dc18 dexterity saving throw. On a failed save that player takes 9d12 bludgeoning damage and are restrained until Arnston decides to get up. After using flop, Arnston is knocked prone and must use his next action to get up.

Reactions

Disarm: immediately after a creature within 10 feet of Arnston fails an attack roll against him he can use his reaction to slam their weapon away from them. The player must make a dc17 strength save with disadvantage. On a failure their weapon is smacked away from them and they must use their next action to retrieve it.

Legendary Actions

Arnston can take two legendary actions per round.

Get Up (Costs 1 Action). Arnston gets up after being knocked prone.

Battle Stance (Costs 2 actions). Arnston prepares a battle stance to give himself advantage on his next dex or strength saving throw. This also gives the next enemy who attacks him disadvantage on their attack roll.

 

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

Arnston is a massive fire giant knight in golden plate. His helmet has a motif of a sun with a smiling face on the forhead. His visor shows nothing except for two golden points of light. He is very fat though and his armor is shaped around his chunky body. His greaves end in a curved shoe design. His armor has intricate details of angels and suns pounded into the metal. A royal crimson wool cape with gold embroidery and fur trim dangles from his shoulders. He is the only mortal knight that still serves the angels. Before he served the angels, Arnston was a general of the human armies against the dragons. He personally killed many great dragons such as Angolion the red. His axe has split the skull of many mortals as well. He is known for his brutal swings of the axe that can split a man in half. Legend tells that he was able to cut down the great trees of the elves in a single swing. Once he saw what the world was going to in a vision he vowed to serve the angels and was blessed with abnormally long life. Ever since he has guarded the gates to heaven, never letting a demon pass.

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.

Monster Tags: Angel

Habitat: Mountain

Nymfudle

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