Medium Celestial, Lawful Evil
Armor Class 20 Alabaster Flint Dragon Plate
Hit Points 190 (20d8 + 100)
Speed 30 ft., Fly 90 ft. hover
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
20 (+5)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +11, WIS +9, CHA +11
Skills Arcana +10, Athletics +10, Perception +8
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 60 ft., Passive Perception 21
Languages All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Animated Shield. While holding this shield, the spellblade can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in thier space to protect it as if they were wielding it, leaving their hands free. The shield remains animated for 1 minute, until they use a bonus action to end this effect, or until they are incapacitated or die, at which point the shield falls to the ground or into their hand if they have one free.

Alabaster Flint Dragon Plate. The spellblade gains advantage on ability checks and saving throws made to avoid or end the grappled condition on themselves.

Arcane Strike. When the spellblade hits a creature with a weapon attack, that creature suffers disadvantage on saving throws against the spellblade's spell effects until the end of the spellblade's next turn.

Battle Casting. The spellblade has advantage on saving throws made to maintain concentration on a spell effect Legendary Resistance(3/day) If the spellblade fails a saving throw, it can choose to succeed. Upon using this feature, the spellblade can cast a spell.

Lunar Brand. The spellblade has Truesight within 60 feet. While holding the sword, the spellsword has advantage on all Wisdom (Insight) checks. The sword grants the spellblade +1 to their AC. While holding the sword, the spellblade can cast Thunder Step, and after they cast the spell, they must roll a d6. On a roll of 1-5, they can't cast it again until the next dawn.

Magical Attacks. The spellblade's attacks count as magical for the purpose of overcoming resistance

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

Planar Blink. While the spellblade is concentrating on a spell effect, the spellblade can spend any amount of its movement speed to teleport by the amount of movement speed spent.

Spell Strike. When the spellblade takes the Attack action while concentrating on a spell effect, the spellblade can make one additional weapon attack as part of its action.

War Caster. When the spellblade makes an opportunity attack, the spellblade can cast a spell instead. The spell can only target only one creature.

Spellcasting. The spellblade is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The spellblade has following Wizard spells prepared:
Cantrips (at will): Booming Blade, Eldritch Blast, Green-Flame Blade, Sword Burst
1st level (4 slots): Magic Missile, Shield, Shield of Faith
2nd level (3 slots): Blur, Flame Blade, Magic Weapon, Shadow Blade, Spiritual Weapon
3rd level (3 slots): Blink, Counterspell, Conjure Barrage, Dispel Magic, Elemental Weapon, Haste, Slow
4th level (3 slots): Banishment, Dimension Door, Stoneskin
5th level (2 slots): Banishing Smite, Passwall, Steel Wind Strike, Teleportation Circle, Temporal Shunt

Actions

Multiattack. The spellblade can make one spell attack and two weapon attacks on its turn.

Lunar Brand. Melee Weapon Attack: +12 to hit, 5ft., one target. Hit 10 (1d8 + 7) slashing damage + 9 (2d8) radiant damage or or 10 (1d10 + 7) slashing damage if used with two hands, plus 18 (3d10) radiant damage.

Spell Sword. Melee Weapon Attack: +10 to hit, 5ft., one target. Hit 10 (1d8 + 5) slashing damage + 5 (1d8) force damage.

Spell Bow. Ranged Weapon Attack: +8 to hit, 150/600ft., one target. Hit 8 (1d8 + 3) piercing damage + 5 (1d8) force damage.

Bonus Actions

Bound Weapon. The spellblade can use its bonus action to summon or dismiss their spell sword or spell bow.

Phase Shift. The spellblade can 30ft. to a spot that it can see within range. While moving in this manner, the spellblade can move through a space occupied by a creature or object. If the spellblade ends its turn in an occupied space, the spellblade is shunted to the nearest unoccupied space taking 6 (1d10) force damage for every 5ft. it is shunted.

Reactions

Spell Shield. When the spellblade takes damage, it can use its reaction to expend a spell slot, reducing the damage taken by 5 for each spell slot level expended.

Banishing Shield. When spellblade uses its Spell Shield, the target must succeed a Charisma saving throw equal to the spellblade's spell DC. On a failed saving throw, that creature is banished to a harmless demiplane until the end of its next turn.

Legendary Actions

The spellblade can take 3 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 spellblade regains spent legendary actions at the start of its turn.

Movement (1 action). The spellblade can move up to half its movement speed to move up to half its movement speed to a spot that it can see in range without provoking attacks of opportunity.

Summon Blade (1 action). The spellblade can summon or dismiss the spell sword or spell bow.

Cast a Spell (2 actions). The spellblade can cast a spell of 5th level or lower.

Resilience (3 actions). The spellblade can end a spell effect or status condition on itself as an action

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

Cazna wields several magical items in addition to her mundane gear. These include the Lunar Brand, a set of Alabaster Flint Dragon Plate, and an Animated Shield.

Due to the effects of the Lunar Brand, Cazna has sprouted a beautiful pair of feathered wings that grant her a flying speed of 90 feet and the ability to hover.

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.

Teddy