Medium Celestial (Wizard), Neutral Evil
Armor Class 18 (natural armor)
Hit Points 290 (37d10 + 68)
Speed 30 ft., Fly 80 ft.
STR
15 (+2)
DEX
13 (+1)
CON
18 (+4)
INT
24 (+7)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws CON +10, INT +13, WIS +10
Skills Arcana +12, Deception +11, History +12, Insight +10, Perception +10
Damage Immunities Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Paralyzed, Stunned, Unconscious
Senses Truesight 120 ft., Passive Perception 20
Languages Common plus up to five other languages
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Arcane Absorption. When Aontithe makes a Golden Grasp attack, if the target is a spellcaster, they target must make a DC 18 saving throw using their spellcasting modifier (Intelligence, Wisdom, or Charisma) or be drained of a spell slot of level 1d4. 

Magical Resistance. Aontithe (Unbound) has advantage on saving throws against spells and other magical effects.

Crumbling Presence. Structures begin to descay when Aontithe (Unbound) is within 20 feet of them.

Legendary Resistance (3/day). Whenever Aontithe (Unbound) fails a saving throw, it can choose to suceed instead.

Actions

Multiattack. Aontithe (Bound) makes two Golden Grasp or Deathly Ray attacks. It can replace one attack with a use of Spellcasting.

Golden Grasp. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) radiant damage plus 18 (4d6) necrotic damage.

Deathly Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 30 (6d6 + 6) necrotic damage.

Spellcasting. Aontithe (Unbound) casts one of the following spells without the need for any verbal, material or somatic components, using Intelligence as the spellcasting ability (spell save DC 20):

At will: detect magic, mage hand, message, eldritch blast, thunderwave

3/day each: fireball, counterspell, hold person, telekinesis, wall of fire

2/day each: dominate person, sickening radiance, power word stun, delayed blast fireball, reverse gravity

1/day each: blade of disaster

Bonus Actions

Angel's Gaze (Recharge 6). Aontithe (Unbound) forces each creature within 30 feet of it to make a DC 18 Wisdom saving throw, excluding Undead and Constructs. On a failed save, a target is paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Aontithe (Unbound) 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. Aontithe (Unbound) regains spent legendary actions at the start of its turn.

Teleport. Aontithe (Unbound) teleports up to 100 feet towards a hostile creature. If Aontithe (Unbound) appears within 5 feet of a hostile creature, the creatue must make a DC 18 Constitution saving throw or become blinded until the end of that creature's turn.

Sunburst. Aontithe (Unbound) unleashes a burst of divine energy. Each creature within 5 feet of Aontithe (Unbound) must must make a contested strength check against Aontithe (Unbound)'s intelligence score or be pushed back 60 feet.

Solar Flare. Aontithe (Unbound unleashes a wave of holy flame. Each creature within 15 feet of Aontithe (Unbound) must make a DC 18 Dexterity saving throw or take (4d6 + 6) fire damage. Taking half on a successful save.

Description

Many years ago, the being known as Aonitithe descended to the material plane as a visitor and to provide aid to those who carried suffering. An ancient Wizard offered to help spread his influence across the whole country. His presence was split between hundreds of thousands of amulets so each creature would have a voice of compassion in their head. However, the celstial being became bitter as he realized he was being used, not helped as he became trapped within the amulets.

Aonithte's bitterness bore fruit to malice. He would spread his influence much further than it ever intended to go. Most of Orkwhicke had been under his control before the Wizard hatched a plan. With the help of a party of great heroes, he kept Aontithe's forces at bay while preparing a cataclysmic flooding. What remained of the original supply of Aontithe's amulets were destroyed or sealed away and while the people of Orkwhicke were forced to live a live among the waves, Aonitithe's wrath was spared.

Until nearly 1000 years later when the surface dwellers' need for raw materials led to the unveiling of Aontithe's amulets. Now, the one remaining amulet, passed from host to host by a escendant of Aontithe's servant was able to spread his influence once more. He has gathered the arcane and divine energy from over half of the Sunken Lands' population and has enough power to unleash himself. May the gods help us all.

Habitat: Coastal

MrBreakfast1423

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