Gargantuan Celestial, Typically Neutral
Armor Class 20
Hit Points 314 (24d20 + 120)
Speed 40 ft., Fly 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
26 (+8)
INT
30 (+10)
WIS
26 (+8)
CHA
22 (+6)
Saving Throws DEX +8, INT +18, WIS +16, CHA +14
Skills Arcana +26, Deception +14, History +26, Perception +18
Damage Resistances Force, Radiant, Damage from Spells
Damage Immunities Poison, Psychic
Senses Truesight Sense - Truesight, Note - 120 ft., Passive Perception 28
Languages All
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Enigmatic Mind. The Arch-Archaic’s mind can’t be read, creatures can communicate telepathically with the archaic only if it allows, and magic can’t determine whether the Arch-Archaic is lying.

Frightful Presence. Each creature that is within 120 feet of the Arch-Archaic and aware of it must succeed on a DC 26 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 Frightful Presence for the next 24 hours.

Magic Resistance. The Arch-Archaic has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If the Arch-Archaic fails a saving throw, it can choose to succeed instead.

Unusual Nature. The Arch-Archaic doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The Arch-Archaic makes two Force Strike attacks. It can also use Gravity Shift, if available.

Force Strike. Melee or Ranged Spell Attack: +18 to hit, reach 15 ft. or range 120 ft., one target. Hit: 26 (3d10 + 10) force damage, and the target is pulled up to 10 feet toward the Arch-Archaic or pushed 10 feet away from it, as the Arch-Archaic chooses.

Gravity Shift (Recharge 5–6). The Arch-Archaic reverses gravity for one creature it can see within 120 feet of itself. The creature must succeed on a DC 26 Wisdom saving throw or fall 100 feet upward. If the falling creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything, it hovers there until the start of the archaic’s next turn, at which time gravity returns to normal and the creature falls.

Spellcasting. The Arch-Archaic casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 26):

At will: detect magic, divination, sending
1/day each: banishment, forcecage, ravenous void

Teleport. The Arch-Archaic teleports to an unoccupied space that it can see within 120 feet of itself.

Reactions

Spell Mimicry (3/Day). Immediately after a creature the Arch-Archaic can see casts a spell of 5th level or lower, that creature must succeed on a DC 26 Charisma saving throw, or the Arch-Archaic immediately casts the same spell at the same level (+18 to hit with spell attacks, spell save DC 26), requiring no material components and choosing the spell’s targets.

Legendary Actions

The archaic 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 archaic regains spent legendary actions at the start of its turn.

Strike. The archaic makes one Force Strike attack.

Teleport. The archaic uses Teleport.

Unravel Magic (Costs 2 Actions). The archaic targets one creature it can see within 120 feet of itself. The target must succeed on a DC 26 Constitution saving throw or take 52 (15d6) force damage, and each spell of 5th level or lower on the target ends.

Mettoretto

Comments

Posts Quoted:
Reply
Clear All Quotes