Large Celestial, Any Alignment
Armor Class 24 Natural Armor
Hit Points 678 (20d20 + 300)
Speed
STR
26 (+8)
DEX
24 (+7)
CON
26 (+8)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws INT +18, WIS +18, CHA +18
Skills Deception +18, Insight +18, Intimidation +18, Perception +18, Persuasion +18
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 20
Languages All Telepathy 240 ft all, telepathy 240 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Divine Smite. All of the Alderil's weapon attacks are considered magical for the purposes of avoiding resistance and immunity.

True Creation. The Alderil can create a living being, or a non-living object, that fits within a 200 x 200 ft. cube. This being, or object, is real, and remains present until dismissed by the Alderil. If the created object is a being, it follows the Alderil's commands, unless given free will by the Alderil.

Innate Spellcasting. The Alderil's spellcasting ability is Charisma (spell save DC 25, +10 to hit with spell attacks). The Alderil can cast the following spells innately without material components:

 At will: alter self, banishment, detect magic, detect thoughts, dominate beast, dominate person, dominate monster, fear, greater invisibility (self only), hold person, major image, plane shift, power word heal, power word stun, see invisibility, suggestion,    

 3/day each: power word kill,

Divine Presence. As a bonus action, the Alderil can force every creature in a 120 ft. radius to make a wisdom saving throw. On a failed save, (DC 25) the target is frightened, charmed, or paralyzed, at the choice of the Alderil, for 4d10 turns or 8 hours, depending on the situation.

Bless. The Alderil can touch one willing humanoid to turn it into an Aldan. This creature is now semi-immortal and immune to the effects of aging and disease. The Aldan is free thinking, but loyal to the Alderil, and follows its commands. An Aldan can be reverted to its previous form at the will of the Alderil. The Aldan reverts back to its previous form if killed. The Alderil can only have one Aldan active at a time.

Actions

Sword. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 100 (15d10 + 10) Slashing damage. Hit: 50 (5d10 + 10) Radiant damage. 

 Radiant Blast. Ranged Weapon Attack: +10 to hit, range 60/1020 ft., 1 target. Hit: 75 (10d8 + 30) Radiant damage.

Description

    A Student’s Report on Alderil

The great Alderil is one of the most incomprehensible mysteries in Alderia. Legends say that there are only four Alderil each controlling a different aspect of the cosmos. These four go by many names, but they are generally known as Order, Chaos, Life, and Power. The four Alderil are said to have created the land of Alderia together. 

Order, also known as Ordo, The Spirit of Order, the Creator, and Silverhand, is a malevolent entity that is obsessed with control. It created the mountains, the minerals, the first laws, and controlling magic, as well as many more things which I will not list here. Chaos, also known as Tener, The Spirit of Chaos, the Destroyer, and the Scared One, is an equally malevolent entity who sows discord. It helped create the more chaotic parts of nature such as the ocean and rivers. It also created storms and natural disasters, evocative magic and illusory magic. Life, also known as Vita, The Spirit of Life, the Helper, and the Fair One, is a benevolent entity that invigorates whatever it comes into contact with. It created all living things from the lowest plant to the highest king. It also created healing magic, and the art of medicine. Power, also known as Vis, The Spirit of Power, the Energized, and Forcemind, is a benevolent entity who radiates energy and power. It created magic, souls, the elements, and many other things.

There have been many historical figures who have claimed to be Alderil and many believed them. These “Alderil” have almost always been conquerors of lands and rulers of kingdoms. Most of them claimed to be either Order or Power, and the ones who claimed to be Life and Chaos were not generally conquerors. Because of this theme I personally believe that these people really were Alderil, but I cannot guess the reasons for their actions. I can only assume that they were following their natures.

Stertle09

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