Large Celestial
Armor Class 25 (35 + half damage against melee attacks)
Hit Points 5610 (362d10 + 3620)
Speed 50 ft.
STR
29 (+9)
DEX
21 (+5)
CON
30 (+10)
INT
25 (+7)
WIS
30 (+10)
CHA
24 (+7)
Saving Throws STR +18, DEX +14, CON +19, INT +16, WIS +19, CHA +16
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Unknown allsight, 300 ft., Passive Perception 44
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Doomed to Die. When a creature that can see Thanariel starts its turn within 120 feet of Thanariel, Thanariel can force it to attempt a DC 30 Constitution saving throw. On a failed save, if the creature has 100 or fewer hit points, it dies permanently. If it has 101 or more hit points, it is instead reduced to 100 hit points. For each successful save, the DC is increased by 3. For each failed save, the DC is reduced by 5. Creatures who see Thanariel cannot regain hitpoints until the start of its next turn.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it cannot see Thanariel until the start of its next turn and is cursed until it sees Thanariel next. While cursed in this manner, a creature takes double damage on critical hits, loses all resistance and immunity to damage, cannot regain hit points, and dies permanently if it is reduced to 1 hit point. 

Mythic Resistance (3/Day). When Thanariel fails a saving throw, it can choose to succeed instead. Alternatively, it can spend one of its unspent legendary actions to succeed instead. If Thanariel succeeds twice on the same feature, it is immune to that feature until the start of his next turn.

Packman. Thanariel always goes first in initiative. If he is reduced to 0 hitpoints, he pops back at the center of the map, more powerful.

Reaper’s Mercy (2/Round). Thanariel can choose to deal an extra 140 (40d6) necrotic damage when it hits a living target with a weapon attack. Additionally, Thanariel’s weapon attacks are magical, score a critical hit on rolls 18-20, ignore immunity to critical hits, and Thanariel cannot be disarmed of its scythe.

Shadow of Death. If creatures do not see Thanariel, he is hidden.

Actions

Scythe. Melee Weapon Attack: +24 to hit, 15 ft., all targets. Hit: 41 (4d12 + 15) slashing damage. Creatures hit by Thanariel's scythe have their movement speed set at 30 feet until the end of their next turn.

Inevitable Stride. Thanariel becomes an incorporeal shadow until the start of its next turn. While in this state, Thanariel can pass through other creatures, objects, and magical barriers as though they were difficult terrain. If Thanariel ends this movement inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) force damage for every 5 feet it is moved in this manner.

The Culling (Recharge 5–6). Each creature of Thanariel’s choice that it can see within 300 feet of it must succeed on a DC 30 Wisdom saving throw or be subjected to its Doomed to Die feature (in initiative order), even if it would ordinarily be unaffected or outside the effect’s range.

Reactions

Opportunity Attack (1/Turn). Thanariel takes an opportunity attack when a creature enters or exits his reach, even if it takes the disengage action.

Legendary Actions

Thanariel can take 3 legendary actions, moving up to half his movement speed and 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. Thanariel regains spent legendary actions at the start of its turn.

Move. Thanariel moves up to his movement speed.

Hide. Thanariel takes the Hide action.

Scythe (Costs 2 Actions). Thanariel makes a single Scythe attack.

Touch of Unmaking (Costs 3 Actions). Thanariel touches an object or magical effect within reach. If the target is an object or structure, it is immediately destroyed. If the target is a magical effect, the effect immediately ends.

Description

Before Death, the multiverse existed as an endless moment. The cosmic beings who inhabited this infinite instant danced across worlds, treating each one as a plaything. They tapped into their potent essences and created all manner of lesser beings to satisfy their every desire and unrestrained whim. The Ineffable Demiurge, the Architect of all Creation, saw this and looked upon these first cosmic entities with contempt, for they had no appreciation for the majesty of Creation. The Ineffable Demiurge, in all its inscrutable and confounding wisdom, revealed to them Time, their Beginning and Ending, which the Ineffable Demiurge had kept hidden. It shaped for Time a servitor, Death, who would ensure that all things in existence met their end. Outraged at this injustice, the cosmic powers sought to overthrow Time, but the Ineffable Demiurge sent Death into their midst, and they could not withstand its power.

Those who survived or submitted became the gods of the multitudinous cosmos, each having dominion over their respective spheres. They never forgot the first reaping and feared its return. For though they grew to surpass Death in power, the gods merely ruled over their domains, no longer part of those primordial forces from when the universe was young.

Ever-present Death imposed itself over a new cosmic order and took a name for itself: Thanariel, the Angel of Death. It would ensure that those souls fated to die would meet their end at the appointed time. Thanariel, the masterless master, served only itself, and gods and mortals alike reshaped their existence around it…for all things that have a beginning must also come to an end.

fred_GI

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