Large Celestial
Armor Class 23 Natural
Hit Points 207 (20d20 + 7)
Speed 60 ft., Climb 50 ft., Swim 10 ft., Fly 30 ft.
STR
30 (+10)
DEX
22 (+6)
CON
24 (+7)
INT
23 (+6)
WIS
30 (+10)
CHA
15 (+2)
Saving Throws STR +19, CON +16, WIS +19
Damage Resistances Poison
Damage Immunities Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight, Passive Perception 18
Languages Abyssal, Celestial, Common, Dwarvish, Elvish
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Godly Power. Thanks to being a God,Bandur has the ability to cast certain spells

Spellcasting. Bandur is a 18-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 24, +10 to hit with spell attacks). Bandur has following sorcerer spells prepared:
Cantrips (at will): Mending ,Message,Minor Illusion
2nd level (2 slots): Misty Step
5th level (5 slots):Dominate Person, [Tooltip Not Found],Far Step,Wall of Stone
6th level (6 slots):Disintegrate,Mass Suggestion,Investiture of Flame,Scatter
7th level (7 slots):Power Word Pain,Finger of Death,Crown of Stars,Whirlwind
8th level (4 slots):Earthquake
9th level (3slots):Meteor Swarm,Psychic Scream

 

Actions

Action Name. 

Cast a spell

Spear thrust. Melee Weapon Attack: +[15 to hit, reach 10 ft., 1 target. Hit: (8d10 + 4) magical  piercing damage.The target must make a DC 15 Constitution saving throw or be blinded

Spear Sweep Melee Weapon Attack: +10 to hit, reach circle of 10 ft around Bandur. Hit: (8d8 + 2)  magical slashing damage

Claws of Evil Melee Weapon Attack: +15  to hit reach 5 ft , 1 target Hit (5d12 + 10) necrotic damage

Punch Melee Weapon Attack  +15 to hit, reach 5ft, 1target, Hit(5d10 + 12) necrotic damage.the target muxt make a DC 20 Strength Saving throw or be thrown back 30ft

 

Bonus Actions

3 Bonus-action per turn

Bandur can take any action as a bonus-action once per turn

Reactions

Opportunity Attack: 3-times per turn when someone leaves Bandurs range he can choose to make a Melee Attack against them.

Legendary Actions

Bandur starts with 4 Legendary action and gains 1 Legendary action per turn up to 5
he can spend 2 Legendary actions per turn at Maximum

Attack again(Costs 1 Actions). Bandur can make any Melee Attack

Cast a Spell(Costs 2 Actions). Bandur can cast any spell he knows

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.

Description

Bandur is an against God lying below the ruins of Mirlus,pierced with his own spear,not dead,but permanently incapacitated until someone takes his spear.though he cannot directly interfere in the World,he can talk to and manipulate particulary weak-willed or desperate Individuals. He is trying to escape his imprisonment and seeks to reinvigorate the fear that life has been forgotten ever since he was defeated 10.000 years ago.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • The tiles on the floor move around ,moving anything on them by up to 20ft
  • A brick falls from the roof onto a tile.Any creature on this tile needs to make a DC15 Dexterity Saving throw or take (4d10) bludegeoning damge.The brick is the reformed and this action cannot be taken again on the same tile for 4 turns
  • A brick on the ground is being corrupted and will be difficult terrain for 2d6 turns

 

Habitat: Desert

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