Gargantuan Celestial, Chaotic Good
Armor Class 25 (Chad armor)
Hit Points 676 (18d20 + 300)
Speed 50 ft., Fly 150 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Truesight 120 ft., Passive Perception 30
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Chad Weapons. The Chad's weapon attacks are magical. When the Chad hits with any weapon, the weapon deals an extra 20d10;{"diceNotation":"20d10","rollType":"damage","rollAction":"Angelic Weapons","rollDamageType":"radiant"}[/rollable] radiant damage (included in the attack).

Chad Awareness. The Chad knows if it hears a lie.

 

Intimidation:  Any creature within 120 ft feet of the Chad must make a DC28 Charisma saving throw or be frightened. On a success, they are immune for 24 hours.

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather wish

Magic Resistance. The Chad has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Chad makes two greatsword attacks.

Chadsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Chad Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Chad Touch (4/Day). The Chad touches another creature. The target magically regains all hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

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

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

Chad Burst (Costs 2 Actions). The Chad emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). The Chad targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

CHAD: The Chad uses it's Chad powers on one creature within 120 ft. The target must make a natural 20 saving throw or instantly disintegrated (therefore it cannot be fixed)

Monster Tags: Angel

Dubbledore

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