Medium Celestial, Lawful Good
Armor Class 24 Plate
Hit Points 120 (20d12 + 5)
Speed
STR
24 (+7)
DEX
17 (+3)
CON
19 (+4)
INT
18 (+4)
WIS
22 (+6)
CHA
16 (+3)
Saving Throws STR +12, CON +9
Damage Immunities Necrotic, Radiant
Senses Passive Perception 24
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Greater Holy Weapon: A far more powerful sword than the original Holy Weapon.

 

Actions

Holy Greatsword: This sword is almost perfected dealing +6 to hit, reach 10 ft., 1 target. Hit: 2 (5d20+10) Slashing Damage.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Crafted Swordmaship: Can block any attack coming it's way and parry it doing 5d20 damage once per turn.

Angelic Hell: Once knocked down to 0 hp for the first time in the battle, it will regain all of it's hp and double it, also multiplying its next attack by 4.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary 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.

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.

DmAccountLul

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