Magic Weapons. This monster ignores resistances and immunities.
Spellcasting. The god is a 20-level spellcaster. Its spellcasting ability is wisdom (spell save DC 26, +18 to hit with spell attacks). The god has the following cleric spells prepared:
Cantrips (at will): Sacred Flame, Toll the Dead, Word of Radiance, Mending, Virtue
1st Level (4 slots): Bane, Command, Guiding Bolt, Inflict Wounds
2nd Level (3 slots): Enhance Ability, Hold Person, Spiritual Weapon
3rd Level (3 slots): Bestow Curse, Dispel Magic, Spirit Guardians, Motivational Speech
4th Level (3 slots): Banishment, Guardian of Faith, Freedom of Movement
5th Level (3 slots): Holy Weapon, Mass Cure Wounds, Scrying
6th Level (2 slots): Otherworldly Form, Sunbeam
7th Level (2 slots): Conjure Celestial, Divine Word
8th Level(1 slot): Sunburst
9th level (1 slot): Gate
Multiattack. The god can make 5 claws attacks with one action
Claws. Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) slashing damage and 20 (3d10 + 2) psychic damage.
As a bonus action it can cast a spell
Jump. The god moves 20 ft without provoking opportunity attacks.
The god 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. The solar regains spent legendary actions at the start of its turn
Jump (Costs 1 Actions). The god jumps up to 20 ft in one direction.
Swipe (Costs 2 Actions). The god makes a claws attack.
Completion (Costs 3 Actions). Target opponent must make a DC 26 DEX save or make a DC 26 WIS save or be completed (mind controlled to the hive)
When the god reaches 0 hit points, It gains 496 hit points. It can also now use the mythic action below along with its legendary action. (This ability recharges after a short or long rest.)
Regenerate (Costs 3 Actions). The god regains 30 hit points
Spell (Costs 1/3 X level rounded up Actions). The god casts a spell
Description
All will be one
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