Innate Spellcasting. Aspect of Cecilius's innate spellcating ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Cecilius can cast the following spells, requiring no material components.
At will: shocking grasp (at 17th level), call lightning (as a 5th level spell), gust of wind, thunderwave (as a 3rd level spell), lightning bolt
3/day each: control winds, scrying (as an action), chain lightning
1/day each: control weather (as an action), whirlwind
Keen Sight. Cecilius has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (5/Day). If Cecilius fails a saving throw, he can choose to succeed instead.
Stormy Death and Rebirth. When Cecilius's hit points reach 0, he turns into a massive 5 mile wide, 1 mile thick thunderstorm cloud that moves across the world, while his mind falls into a deep coma. He remains like this for up to 1d100 days. After said time runs out he gains a new body, becoming active again. The storm cannot be dispelled or changed by any means, magical or otherwise.
Special Equipment. Cecilius carries a magical greatsword named Sky Splitter, and a magical quarterstaff named Staff of Thunder. They are both +3 magical weapons.
Cecilius wears the king's crown (an artifact magic item requiring attunement). It can be used as an arcane focus. While attuned to it, Cecilius can mentally command an animated suit of armor as long as they are on the same plane of existance, which takes its turn right after his.
Spellcasting. Aspect of Cecilius's is a 18th-level spellcaster. His spellcating ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). Cecilius has the following cleric spells prepared:
Cantrips (at will): lightning lure, thaumaturgy, prestidigitation, mage hand, shape water, guidance
1st level (4 slots): absorb elements, chaos bolt, healing word, comprehend languages, detect magic
2nd level (3 slots): augury, silence, enlarge/reduce, detect thoughts, mirror image
3rd level (3 slots): dispel magic, sending, tongues, gaseous form
4th level (3 slots): storm sphere, freedom of movement, locate creature
5th level (3 slots): telekinesis, planar binding, geas
6th level (1 slot): globe of invulnerability, true seeing
7th level (1 slot): plane shift, teleport
8th level (1 slot): power word stun
9th level (1 slot): storm of vengeance
Multiattack. Aspect of Cecilius makes three weapon attacks, or two Wind Javelin attacks.
Staff of Thunder. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 22 (3d6 + 12) bludgeoning damage or 25 (3d8 + 12) bludgeoning damage when used with two hands, plus 18 (4d8) thunder damage creating a thunderous boom that can be heard up to 100 feet away.
Sky Splitter. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 33 (6d6 + 12) slashing damage plus 22 (5d8) lightning damage.
Wind Javelin. Cecilius coalesces wind into a javelin-like form and hurls it at a creature he can see within 600 feet of him. The javelin is considered a magic weapon and deals 37 (8d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.
Return Stroke. If Cecilius is hit with a melee attack from a creature he can see, an arc of lightning retaliates at them. They need to make a DC 24 Dexterity saving throw, taking 21 (6d6) lightning damage and being pushed back 20 feet on a failed saving throw, and half as much damage on a successful one and it's not pushed back.
Aspect of Cecilius 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. Aspect of Cecilius regains spent legendary actions at the start of its turn.
Attack. Cecilius makes one melee weapon attack.
Teleport. Cecilius magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unnocupied space he can see. Each creature within 10 feet of his destination takes 27 (5d10) lightning damage.
Bolt Dash (Costs 2 Actions). Cecilius moves his speed, passing through the spaces of other creatures. Any creatures space he passes through must make a DC 25 Constitution saving throw, taking 58 (9d12) lightning damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Lair Actions.
While Cecilius is in the Celestial Isles he can take lair actions as long as he isn't incapacitated.
On initiative count 20 (losing initiative ties), Cecilius can take one of the following lair action options, or forgo using any of them in that round:
- Cecilius swaps the placements, along with anything and anyone on them, of two of the islands that he can see within the isles.
- Cecilius forces any creature that he is aware of within the isles to make a DC 24 Dexterity saving throw, on a failed save the creature teleports, along with anything it is wearing or carrying, to an unnocupied space Cecilius can see within 120 feet of him.
- Lightning arcs, forming a 5-foot-wide line between two of the isles solid surfaces that Cecilius can see. They must be within 120 feet of him and 120 feet of each other. Each creature in that line must succeed on a DC 24 Dexterity saving throw or take 14 (4d6) lightning damage.
Regional Effects.
Cecilius's divine presence warps the air around him, causing the following magical effects:
- An everlasting storm swirls within 5 miles of the isles that is 1 mile thick, which cannot be stopped or negated by any means. Flashes of lightning and peals of thunder are continual, day and night, from inside the storm. A creature that attempts to traverse it needs to make a DC 24 Dexterity saving throw, or be flung 5d4 × 10 feet in a random direction away from the storm.
- Air elementals coalesce within 5 miles on the surface of the storm cloud. These elementals can’t leave cloud and have Intelligence and Charisma scores of 1 (−5).
- Once one gets past the storm, the skies above the isles remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day.
If Cecilius dies, the air elementals disperse immediately, and the storm abates within 1d10 days.
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