Large Celestial, Neutral
Armor Class 17 Divine Aura
Hit Points 250 (16d12 + 20)
Speed 40 ft., Walk 40 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
30 (+10)
Saving Throws DEX +10, CHA +15
Damage Immunities Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Senses Passive Perception 19
Languages All Can speak every language.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Divine Knowledge: Automatically knows if he is lied to.

Divine Glow: Any living thing who gazes on him within 15 ft must make a Constitution Save (DC 16). If they fail the save, they are blinded for one turn.

Divine Accuracy: Has a +6 to all ranged attacks, spells or not.

Divine Speed: Can take up to three reactions and two actions.

Spellcasting. Advel is a 3th-level spellcaster. His spellcasting ability is Charisma, (spell save DC 18, +16 to hit with spell attacks). Advel has following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Thunderclap, Firebolt
1st level (∞ slots): Burning Hands, Hellish Rebuke, Shield

2nd level (∞ slots): 

3rd level (∞ slots): Fireball, Counterspell, Lightning Bolt, Daylight

Actions

Action Name. Enter the description for your action.

Divine Blade: Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit: 10 (2d8 + 6) Slashing damage. 

Divine Arrows. Ranged Weapon Attack: +6 to hit, range 160/320 ft., 3 targets. Hit:  22(5d6 + 7) Radiant damage.

Reactions

Surprise Attack (2 Reactions): Teleports behind a target visible, subsequently impaling them with his sword, dealing 16(4d8+8) Piercing damage. Any creature of Medium size or lower is rendered Incapacitated, as he carries them on his sword. A targeted creature may make a DEX save (DC 15) to block the attack. 

Blink (1 Reaction): Disappears in a flash of light, appearing up to 60 ft away.

Throw (1 Reaction, prerequisite must be met): Hurls a creature on his sword. (+3 to hit.)The hurled creature takes damage equal to their AC+8, whether the attack hits or misses. Any creature in the line of fire must make a DEX save (DC equal to the AC of the target flung.)

Description

Enter a general description for your monster here.

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.

TheGamer9856

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