Huge Aberration (Angel, Demon), Any Chaotic Alignment
Armor Class 19 Half magic, and half natural
Hit Points 100 (11d10)
Speed 45 ft., fly 100 ft.
STR
25 (+7)
DEX
19 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
10 (+0)
CHA
30 (+10)
Saving Throws CON +7
Damage Resistances Necrotic, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Truesight, Passive Perception 55
Languages Abyssal, Celestial, Common, Deep Speech, Druidic, Elvish, Infernal, Primordial, Telepathy
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

This monster Is a level six spell caster having acess to level six spell slots

It has six first level slots.

Five second level slots.

Four third level slots.

Three fifth level slots.

Two sixth level slots.

And one ninth level slot.

Actions

Mele attack corrupted half plus five to attack rolls and two d8 + six necrotic damage.

Mele attack Light half plus ten to attack rolls and two d8 + two d6 radiant damage.

 

Corrupted thorn ranged attack, plus five to attack rolls on a hit two d6 plus three necrotic damage.

Burning light ranged attack, plus ten to attack rolls, on a hit do five d4 plus two radiant damage.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Once every tenth turn The Entity may use a legendary action to reflect magic attacks back at their caster for double damage, this effect lasts for two turns.

Description

The entity is a fallen god.  It has been slowly regaining its power, but as this is happening something is corrupting it.  On one half it appears as an angel wreathed in white holy flames, but on the other half it appears rotten desiccated and mutilated, its hand changed into a dark claw and its hole body blackened.

If one half gets stronger than the other then the weaker half gets stronger,  due to this it must be kept in balance or else its power will escalate and it will fully corrupt and destroy the entire region,  and the only way to defeat it is to completely wipe out the evil corrupted half and the subdue the dazed and angry light half until it calms down.

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: AngelDemon Lordabberation

Habitat: MountainUnderdark

minekid3000

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