Gargantuan Celestial (Aarakocra, Sorcerer), Chaotic Neutral
Armor Class 34 Natural
Hit Points 680 (30d20 + 120)
Speed 35 ft., Fly 60 ft.
STR
28 (+9)
DEX
28 (+9)
CON
29 (+9)
INT
28 (+9)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws CON +18, WIS +19, CHA +19
Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Thunder
Senses Darkvision 180ft, Truesight, Passive Perception 22
Languages All (including Xaskoran)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Fallen Weapons. Creea's weapon attacks are magical. When Creea hits with any melee weapon, the weapon deals an additional (6d8) necrotic damage (included in the attack), and Creea regains hit points equal to half the damage dealt.

Innate Spellcasting. Creea's spellcasting ability is Charisma (spell save DC 30). Creea can innately cast the following spells, requiring no material components;

At Will: Dimension Door, Invisibility, Resurrection. 

3/Day Each: Circle of Death, Cloudkill, Finger of Death,Wall of Ice.

1/Day Each: Power Word Kill, True Resurrection.

Freedom of Movement. Creea ignores difficult terrain and magical effects can't reduce his speed or cause him to be restrained. Creea can spend 5ft of movement to escape nonmagical restraints or being grappled.

Aura of Despair. Any hostile creature that starts their turn within 60ft of Creea must make a Wisdom Saving Throw (DC 30) or take (10d10)  psychic damage on a failed save and half as much on a successful one. Targets that fail the save also become vulnerable to Creea's Gaze of Madness attack and will automatically fail their saving throw.

Legendary Resistance (5/Day). If Creea fails a saving throw, he can choose to succeed instead.

Actions

Multiattack: Creea can make 3 melee attacks or use Psychic Call

Black Bird's Vengence: Melee Weapon Attack: +18 to hit, reach 5ft, one target. Hit (2d12 + 12) slashing damage and (6d8) necrotic damage.

The Raven's Talon: Melee Weapon attack: +18 to hit, reach 5ft, one target. Hit (2d12 + 12) slashing damage and (6d8) necrotic damage.

Psychic Call: Creea can emit a high pitched screech, audible up to 1 mile. All creatures within 120ft of Creea must make a Constitution Saving Throw (DC 30) or be deafened by (2d12)  psychic damage.

Legendary Actions

Creea can take 3 Legendary Actions choosing from the options below. Only one Legendary Action can be use at a time and only at the end of another creatures turn. Creea regains Legendary actions at the start of his turn.

Dark Feather Storm. Creea sends out a storm of black feathers that create a 40ft radius zone of blindness.

White Feather Wind. Creea sends out a storm of white feathers that creates a 40ft radius of silence.

Gaze of Madness (Costs 2 Action). Creea targets one creature he can see within 30ft of it. If the target can see him, the target must succeed on a Wisdom Saving Throw (DC 30) or be charmed until the end of its next turn. Any creature that fails the saving throw for the Aura of Despair automatically fails this saving throw. The charmed target is driven into a bloodthirsty rage and must attack the closest creature it can see, other than Creea.

Mythic Actions

Once per day, Creea summons a shadow wrapped tome with 3 options. Once the option has been chosen, the effect last until the end of the day.

Flock of Darkness - Creea summons a flock of (8d20)  ravens. The ravens act at Creea's command.

Misery adores Company - All allies within a 50ft radius of Creea deal an additional (2d12)  psychic damage on every attack.

Heavenly Darkness - Black Flames pour from the book to the sky. Darkness covers an area of 1 mile and only those with Truesight can see through it.

Description

Dimension Door 4th-level conjuration

  • Casting Time: 1 action
  • Range: 500 feet
  • Target: See text
  • Duration: Instantaneous
  • You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
    You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Invisibility 2nd-level illusion

  • Casting Time: 1 action
  • Range: Touch
  • Target: A creature you touch
  • Duration: Up to 1 hour
  • A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
  • When you cast this spell, you can target up to 10 creatures, No concentration is required.

Resurrection 7th-level necromancy

  • Casting Time: 1 action
  • Range: Touch
  • Target: A dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead
  • Duration: Instantaneous
  • You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.
    This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life.
    This spell closes all mortal wounds and restores any missing body parts.
    Coming back from the dead is an ordeal. 

Circle Of Death 6th-level necromancy

  • Casting Time: 1 action
  • Range: 150 feet
  • Target: A point within range
  • Duration: Instantaneous
  • A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

Cloudkill 5th-level conjuration

  • Casting Time: 1 action
  • Range: 120 feet
  • Target: A 20-foot-radius sphere centered on a point you choose within range
  • Duration: Up to 10 minutes
  • You create a 20-foot-radius Sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the Duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw (DC 30). The creature takes 12d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

Finger Of Death 7th-level necromancy

  • Casting Time: 1 action
  • Range: 60 feet
  • Target: A creature that you can see within range
  • Duration: Instantaneous
  • You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw (DC 30). It takes 9d8 + 40 necrotic damage on a failed save, or half as much damage on a successful one.
    A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Wall Of Ice 6th-level evocation

  • Casting Time: 1 action
  • Range: 120 feet
  • Target: A solid surface within range
  • Duration: Up to 10 minutes
  • You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw (DC 30). On a failed save, the creature takes 18d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 27 and 50 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw (DC 30). That creature takes 11d6 cold damage on a failed save, or half as much damage on a successful one.

Power Word Kill 9th-level enchantment

  • Casting Time: 1 action
  • Range: 60 feet
  • Target: One creature you can see within range
  • Duration: Instantaneous
  • You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 200 hit points or fewer, it dies. Otherwise, the spell has no effect.

True Resurrection 9th-level necromancy

  • Casting Time: 1 action
  • Range: Touch
  • Target: A creature that has been dead for no longer than 200 years and that died for any reason except old age
  • Duration: Instantaneous
  • You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
    This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
    The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Baloo_Beargrills

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