Large Celestial, Lawful Neutral
Armor Class 18 natural armor
Hit Points 247 (15d10 + 172)
Speed 30 ft., Fly 90 ft.
STR
24 (+7)
DEX
20 (+5)
CON
22 (+6)
INT
18 (+4)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +13, CON +12, WIS +10
Skills Insight +7, Perception +7
Damage Immunities Radiant
Senses Truesight 120 ft., Passive Perception 20
Languages Telepathy 120 ft. All languages
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Avataric Essence. When the Avatar drops to 0 hit points, its body dies and sheds its wings (if it has any).  An energized beam of radiant light will return its essence to its Plane of Existence.

Divinely Blessed. The Avatar can’t be surprised and can never have an initiative lower than 20.  The Avatar can’t be changed into another form against its will.

Legendary Resistance (3/Day). If the Avatar fails a saving throw, it can choose to succeed instead.

Staff of the Crescent Moon. The Avatar of Thalion is carrying the Staff of the Crescent Moon.  A magical staff used as a weapon and focus for his divine powers.  Thalion has advantage on any contested Athletics roll to avoid being disarmed.

Actions

Multiattack. The Avatar makes three Staff of the Crescent Moon attacks. It can replace one of these attacks with Blinding Teleport.  If Heavenly Destruction is available it may use that as its action instead.

Staff of the Crescent Moon. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 15 (2d8 + 6) radiant damage.

Blinding Teleport. The Avatar teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself. Each creature within 5 feet of its new location must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.

Heavenly Destruction (Recharge 5–6). The Avatar releases divine energy in a 60-foot cone. Each creature of its choice in that area must make a DC 17 Constitution saving throw. On a failed saving throw, the creature takes 31 (7d8) radiant damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.

Reactions

Negate Spell (3/Day). The Avatar targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.  The Avatar may not use a Legendary Action and Negate Spell at the end of the same player's turn.

Legendary Actions

The Avatar 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 Avatar regains spent legendary actions at the start of its turn.

Attack. The Avatar makes one Staff of the Crescent Moon attack or one Lair Action .

Celestial Chains. The Avatar targets one creature it can see within 120 feet of itself. The target must succeed on a DC 17 Strength saving throw or be restrained by fiery magical chains for 1 minute. While restrained in this way, the target can’t leave the space by any means. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Holy Flare (Costs 2 Actions). The Avatar targets one creature it can see within 30 feet of itself. Light flares around the target, dealing 17 (5d6) radiant damage to it and creatures within 10 feet of it.

Psychic Wave (Costs 3 Actions). The Avatar targets all creatures within 30 feet of itself. A sharp mental spike pierces their temples, The targets must succeed on a DC 17 Intelligence saving throw or suffer 21 (6d6) psychic damage.  Thalion may alter the damage type to radiant at will.

Description

Thalion is worshipped all over the core planets as the God of War and Justice. His avatar takes many forms as the idol of warriors of different cultures but most often is blinded in both eyes, a scar He bears from the battle with Cuomo during the War of the Nexi. 

The people of the Silverhost have a few names for Him, and across the outer systems there is a thousand more, however no matter the name, it is He who they pray to before battles and it is He who is idolized as the epitome of martial excellence. His teachings are of discipline and a respect of hierarchy; the chain of command is a large part of bravery. 

His avatar appears on the eves of battles of faith. A halo of divine magick lighting its entirety, He flies with a set of feathered wings shine with an ivory glow. He is most often seen carrying a Staff of the Crescent Moon, a gift given by Aesha, and his Gavel of Surety warhammer close by.  Before large battles he lends the warhammer to his chosen Heralds.

 

Lair and Lair Actions

Thalion's Court

The Temples of the Divine are many.  The Church has lost track of a great number of holy places across the Empire over the multiple millennia of its existence; Temples of Thalion counting the majority due to their abundance.  Thalion's Court is counted among the number of lost temples on the Capital planet of Jorsekun.  At the early days of the Empire, it was where Freedale the Fountain, founder of the empire, held court holding the Gavel of Surety as a symbol of office. Its construction was of an unknown origin however as legend goes it is said it was imagined into being by the Argent's will for his faithful to use as a place of prayer.  In today's empire it is lost and nearly ruined.

Old Man...??. Within Thalion's Court lies a very old man.  He is found snoring, fast asleep.  He wears long dark robes and appears to have his eyes wrapped in a blindfold.  If something tries to attack him while he's asleep, their attack will fail to hit.  If he is targeted in any other way, the old man will wake up and seem surprised he has visitors.  He will be friendly when encountered and offer tea to anyone interacting with him.  He is jovial and well mannered however he has trouble remembering his name.  Anytime he begins to offer it, it is as if he has forgotten it. If he is takes damage while awakened, he will transform into the Avatar of Thalion and begin combat.

Prayers of Appeasement. A character can use an action to use a Prayer of Appeasement in the Nexi’s temple. The character must succeed on a DC 15 Religion check, and the check has advantage if the character is a worshiper of Thalion. On a successful check, the braziers' divine powers are snuffed out, and the Avatar can no longer use the lair actions that turn. All effects caused by the arcane braziers are immediately canceled. In addition, the Avatar takes 14 (4d6) psychic damage, regardless of its current form.  Using this action may cause the Avatar to begin focusing on the praying creature.  The fires light anew on Thalion's next turn.

Gavel of Surety. At the North of the temple on the raised dais, is the Gavel of Surety.  The warhammer is gifted by Thalion to those he has deemed worthy to lead in battle.  If Thalion's Avatar has been bested, characters may attempt to lift the hammer.  For faith in oneself, the character must succeed on a DC 18 Religion check, and the check has advantage if the character is a worshiper of Thalion or Aesha.  On a failure of more than 10, the creature takes 14 (4d6) psychic damage.  If the check is passed and they feel themselves worthy, they may attempt a DC 20 Athletics or Acrobatics check to lift the magical warhammer.  If successful, they lift the hammer and become the bearer of the Gavel of Surety.

Arcane Braziers. Thalion's Court has a series of arcane braziers lit with magical fire that illuminate the room.  These are used by the Avatar as Lair Actions to effect creatures that are within 20 ft. of them.

Lair Actions

Regardless of its current form, the Avatar can draw on the power of the arcane braziers to take lair actions. When a lair action is used, the corresponding brazier glows with bright radiant light that lingers until initiative count 20 of the next round.

On initiative count 20 (losing initiative ties), the Avatar can take one of the following lair actions; it can’t take the same lair action two rounds in a row unless it rolls it randomly (1d6):

1-2 Guilt's Chains. Thalion's Avatar uses its Divine power to create a fiery chain that rises out of one of the arcane brazier's within the lair. Any creature that is within 20 ft. of a brazier must succeed on a DC 17 Dexterity saving throw or be stunned by the chains. While detained by these chains, the creature is struck by regret of all the things they feel they have done wrong in life and feel the need to share. The chains are a Large object that has AC 12, 20 hit points, and immunity to poison, fire and psychic damage. The chain disappears when it is reduced to 0 hit points or the next time the Avatar takes this lair action.

3-4 Truth's Light. Thalion's Avatar uses its Divine power to create a magical wisp of light to emerge from an arcane brazier within the lair. The wisp enters the body of one creature that is within 20 ft. of a brazier and sets it alight with inner illumination. The creature must succeed on a DC 17 Wisdom saving throw or be charmed, blinded and incapacitated by the Avatar until initiative count 20 of the next round.  While charmed in this manner, the creature hovers a foot of the ground with radiant light shooting from its eyes.  Also, they may not tell a lie and must answer any questions while charmed in this manner.

5-6 Celestial Bailiff. Thalion's Avatar uses the power of the arcane brazier to create a celestial form within 5 ft. of one creature that is within 20 ft. of a brazier. The celestial form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack (+7 to hit) against it. On a hit, the attack deals 12 (1d12 + 4) radiant damage. Whether it hits or misses, the celestial form disappears after making its attack.

DMJustJace

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