Legendary Resistance (3/Day). If the Æther Titan fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Æther Titan has advantage on saving throws against spells and other magical effects.
Boundless Strength. The Æther Titan has advantage on all Strength saving throws, and ability checks.
Divine Aspect. The Æther Titan's attacks are magical.
Divine Awareness. The Æther Titan knows if it hears a lie.
Spellcasting. The Æther Titan has the following spells prepared, requiring no components. Its spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks).
At Will: All Cleric Spells, counterspell, lightning bolt, fireball, shield
3/Day: meteor swarm, true polymorph
1/Day: wish
Multiattack. The Æther Titan makes two Divine Sword attacks, two Stomp attacks, and one Radiance Beams attack (if it's recharged).
Divine Sword. Melee Weapon Attack: +26 to hit, reach 15 ft., 1 target. Hit: 68 (10d8 + 18) slashing damage, plus 25 (5d10) radiant damage.
Stomp. Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 44 (10d6 + 9) bludgeoning damage. Target must make a DC 24 DEX saving throw, or be knocked back 10 ft.
Radiance Beams (recharge 4-6). RangedWeapon Attack: +26 to hit, range 120/360 ft., 3 targets. Hit: 50 (8d10 + 10) radiant damage, plus 50 (8d10 + 10) force damage. Targets must make a DC 24 DEX saving throw or be knocked prone
Divine Speed. The Æther Titan can add its CON mod to its AC, if it is targeted by an attack.
The Æther Titan 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 Æther Titan regains spent legendary actions at the start of its turn.
Cast a Spell. The Æther Titan casts one of its spells.
Recharge Radiance Beams (Costs 2 Actions). The Æther Titan recharges its Radiance Beam.
Multiattack (Costs 3 Actions). The Æther Titan makes three attacks.
Description
Standing at an impressive 30 ft. tall, these beings of godlike power are used to protect the most valuable treasures in the multiverse. However, they can sense a person's true intentions, so if they deem you worthy, they'll allow you to live.
Lair and Lair Actions
Standard Æther Titan lairs include, vaults of gods, or prisons of the multiverse.
Lair Actions
On initiative count 20 (losing initiative ties), the Æther Titan takes a lair action to cause one of the following effects; the Æther Titan can’t use the same effect two rounds in a row:
- All enemies within 240 ft. of the Æther Titan must make a DC 26 CON saving throw, or become blinded and stunned for 1 round.
- Lightning crashes down around the Æther Titan. All creatures (except the Æther Titan), within 120 ft. of the Æther Titan must make a DC 24 DEX saving throw, or take 45 (6d12) points of magical lightning damage.
Regional Effects
The region containing a legendary Æther Titan’s lair is imbued with its divine magic, which creates one or more of the following effects:
- All water within 1 mile of the lair becomes magically blessed. Any non-evil creature who drinks the water regains 2d6+10 hit points. Any evil creatures that drink the water instead take 2d6+10 points of radiant damage.
- Lesser celestial beings are drawn to the lair of an Æther Titan. As such, players may encounter anything from unicorns to Solars.
- Non-evil characters within 1 mile of the Æther Titan's lair only need to take a short rest, in order to gain the benefits of a long rest.
If the Æther Titan dies, these effects fade over the course of 4d6 days.
Comments