Medium Celestial, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 243 (18d8 + 120)
Speed 30 ft., Fly 50 ft.
STR
16 (+3)
DEX
24 (+7)
CON
26 (+8)
INT
30 (+10)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws CON +15, INT +17, WIS +16, CHA +17
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic, Radiant
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (1/Day). If the avatar fails a saving throw, it can choose to succeed instead.

Divine shield. The avatar is immune to all spells lower than 7 spell slot.

Dark magic web. Shar can cast up to 2 spells on each turns. You gain 20 metamagic points and all metamagic options.

Magic night. Spells ignore one level of characters resistance. If creature have immunity to some damage, it becomes resistance. If resistance, then it don't have defense from your spell. And also ignore tip such as immune to spells lower than X spell slot.

Spellcasting. The avatar is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +17 to hit with spell attacks). The avatar has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): meteor swarm

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

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Imperfect weaving (Recharge 1–6). Roll a d6, you can use rolled amount to cast spell that level is (rolled number + 1). You gain access to all spells on this level.(On start of each turn you should roll dice again). You can use any spell of 1st level also( additional to roled ).

LucashBritanskiy