Gargantuan Celestial, Chaotic Neutral
Armor Class 20 Natural Armor
Hit Points 615 (30d20 + 300)
Speed 90 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
20 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws STR +19, DEX +19, CHA +17
Damage Immunities Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Metal Weapons
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 500 ft, Passive Perception 45
Languages all, telepathy 10 miles
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits
  • Armor Class 20 (natural armor)
  • Hit Points 615 (30d20 +300)
  • Speed 90 ft.

STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 20 (+5) 20 (+5) 26 (+8)

  • Saving Throws Str +19, Dex +19, Cha +17
  • Skills All +25
  • Damage Immunities acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder, bludgeoning, piercing, and slashing from none mistletoe weapons
  • Condition Immunities charmed, exhausted, frightened, poisoned
  • Senses truesight 500 ft., passive perception 45
  • Languages All, Telepathy 10 miles
  • Challenge 30 (155,000 XP)
Actions

 Multiattack. Baldr makes three fist or greatsword attacks

 Fist. Melee Weapon Attack:+19 to hit, Reach 15ft, one target. Hit 23 (3d8+10) bludgeoning damage plus 33 (6d10) radiant damage, and the target must make a DC 27 strength saving throw or be knocked prone/ pushed 15ft away from Baldr.

 Greatsword. Melee Weapon Attack: +22 to hit, Reach 20ft, one target. Hit 32 (3d12+13) slashing damage plus 33 (6d10) radiant damage.

 Godly Might. Every creature within 30ft of Baldr must make a DC 27 Constitution saving throw taking 52 (8d12) radiant damage and becoming blinded and deafened on a failed save or half as much on a successful save.

 Attack. Baldr makes one weapon attack.

 Press the Attack (Costs 2 Actions). Baldr moves up to half his movement speed without provoking attacks of opportunity and makes one fist attack.

 Deathblow (Costs 3 Actions). Baldr makes one weapon attack. If it hits, the attack deals maximum damage and the target can't regain hit points until the end of its next turn.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

God. As long as there is at least one worshiper of the Norse pantheon on the prime material plan, if Baldr is ever killed he will instead reform on Ysgard. This trait does not function if he is slain by another god, high ranking demon lords, or archdevils (as these are beings of high enough power that can use that power themselves).

Freya's Blessings. This feature cannot be removed by any means short of a wish spell. If used to remove this feature the caster will forget the wish spell (as described by the spell effect). When this feature is removed, Baldr loses all his damage immunities. While this effect is active if a spell is cast using mistletoe as the arcane focus it will do half damage ignoring Baldr's immunities.

Odin's Son. Baldr gets advantage on History and Religion checks.

Magic Attacks. Baldr's weapon attacks are magical.

God of Light. Baldr's attacks deal an extra 33 (6d10) radiant damage (included in the attack profile).

Raised in Ysgard. Baldr may change his size to medium to battle challengers whom dare enter his domain foolhardy thinking that they can kill a god. Baldr's stats stay the same and only his size changes.

Legendary Resistance (5/day). If Baldr fails a saving throw, he may choose to succeed instead.

Legendary Actions

 Attack. Baldr makes one weapon attack.

 Press the Attack (Costs 2 Actions). Baldr moves up to half his movement speed without provoking attacks of opportunity and makes one fist attack.

 Deathblow (Costs 3 Actions). Baldr makes one weapon attack. If it hits, the attack deals maximum damage and the target can't regain hit points until the end of its next turn.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SquirrelMilker

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