Large Celestial (Angel, Demon), Lawful Neutral
Armor Class 28 Immortal Durability
Hit Points 536 (80d20)
Speed 150 ft., Flyby. Zelroth doesn't provoke an opportunity attack when he flies out of an enemy's reach , walk 60 ft.
STR
30 (+10)
DEX
26 (+8)
CON
30 (+10)
INT
25 (+7)
WIS
24 (+7)
CHA
22 (+6)
Saving Throws STR +19, DEX +17, CON +19
Skills Acrobatics +20, Athletics +22, Intimidation +20, Perception +20
Damage Immunities Fire, Lightning, Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Poisoned, Stunned
Senses Darkvision 120ft, Truesight 120ft. , Unknown Devilsight 120ft. , Passive Perception 30
Languages All Telepathy 120ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Divine Awareness. Zelroth knows if he hears a lie

Regeneration. Zelroth regains 30 Hit Points at the start of his turn

Flyby. Zelroth doesn't provoke an opportunity attack when he flies out of an enemy's reach

Teleport.  Zelroth magically teleports, along with any Equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Reflective Aura. Any time Zelroth is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll. Roll a d6 On a 6, Zelroth is unaffected, and the effect is reflected back at the caster as though it originated from Zelroth, turning the caster into the target.

GodSlayer +4/+4.  Weapon Attack: one target. Hit: +20 plus 26 (4d12) Slashing plus 14 (3d8) Radiant, and 14 (3d8)
Necrotic.

Weapon of Circumstance: As a bonus action, you can use the weapon's command word (alura!) to order the weapon to reshape itself into another weapon you have proficiency with. The weapon must be a melee weapon

Godslayer functions as a Sword of Sharpness.

 

Godslayers Might: This weapon negates resistance and treats immunity as resistance. Crits on a 17-20 ( On the Die )

Wraths mark: On a Critical Hit, the target creature must make a DC 18 CON saving throw to avoid being marked with a Mark of Wrath (Rune of Wrath. You gain advantage on attack rolls against the creature for 5 minutes or until it drops to 0 hit points or falls unconscious.). If a new Mark is formed, the previous one fades away.

God Devourer: When GodSlayer kills a Celestial, Fiend or God it instantly absorbs a portion of their power healing the wielder for half of the targeted creatures total hitpoints

Heavens Wrath +4/+4 spear ( 8 charges ).

Melee Weapon Attack: +20 to hit, reach 10 ft. Hit:(2d8 + 14) piercing damage
plus (3d8) Fire damage, plus (3d8) Radiant. Heavens Wrath returns your hand after thrown 120/600

Once per day you may cast sunbeam with this weapon. (DC 20)

Flying Spear: The wielder can release Heaven's wrath to hover magically in an unoccupied space within 5 ft. of it. If the wielder can see the spear, the wielder can mentally Command it as a Bonus Action to fly up to 50 ft. and either make one Attack against a target or return to the wielder's hands. If the hovering spear is targeted by any effect, the wielder is considered to be holding it. The hovering spear falls if the wielder dies.


Crushing Smite ( costs 2 charges ). Each creature in a 30 -foot radius must make a DC 20 Dexterity saving throw, taking 14 (5d6) fire damage plus 14 (5d6) lightning damage on a failed save, or half as much damage on a successful one.

 

 

Call to arms! ( costs 3 charges )As an action, the wielder can hoist this spear and let out a war cry to give friendly creatures in a 25ft. radius +2 to attack rolls for the rest of the engagement.

Spells.

At will: Abi-Dalzim's Horrid Wilting, Circle of Death, Crown of Stars, Finger of Death, Alter self (can become Medium when changing his appearance)

 

Healing Touch (4/Day). Zelroth touches another creature.
The target magically regains 40 (8d8 + 4) hit points and is freed
from any curse, disease, poison, blindness, or deafness.

1/day each: Hold Monster, Control Weather

 3/day each: Blade Barrier, Resurrection

 

 Reflective Aura. Any time Zelroth is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll. Roll a d6 On a 6, Zelroth is unaffected, and the effect is reflected back at the caster as though it originated from Zelroth, turning the caster into the target.

Frightful Presence. Each creature of Zelroth's choice that is within 120 feet of him and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Zelroth's Frightful Presence for the next 24 hours.

 

Actions

Action Name. Zelroth can  4 attack actions

GodSlayer. Weapon Attack: one target. Hit: +20 plus 26 (4d12) Slashing plus 14 (3d8) Radiant, and 14 (3d8)Necrotic.

Heavens Wrath: +20 to hit, reach 10 ft. Hit:(2d8 + 14) piercing damage
plus (3d8) Fire damage, plus (3d8) Radiant. Heavens Wrath returns your hand after thrown 120/600

Ranged Weapon Attack.  150/600 ft., one target. Hit: 15 (2d8 + 12) piercing damage plus 27 (6d8) radiant damage Plus 27 (6d8) Fire. If the target is a creature that has 100 hitPoints or fewer, it must succeed on a DC 18 Constitution saving throw or die

Heavens Decree. Each ally of Zelroth's within 60 feet of him
can't be charmed or frightened until the end of his next turn.

Teleport:  magically teleports, along with any Equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Reactions

Reaction: Opportunity Attack

Legendary Actions

Zelroth can take 4 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. Zelroth regains
spent legendary actions at the start of his turn.

◆ Command Allies. Zelroth chooses up to three creatures he
can see within 30 feet of his. If a chosen creature can see or
hear Zelroth, it can immediately use its reaction to make one
weapon attack, with advantage on the attack roll.

◆ Attack: Zelroth makes one attack with a weapon of your choice.

◆ Teleport. Zelroth uses his Teleport action. ( 120ft )

Description

Zelroth stands 12 feet 11 inches. And has fiery copper hair and what appears to two red blazing orbs for eyes. His wings are a dark ashen black

Lair and Lair Actions

 

 

Killerbonbon99

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