Gargantuan Celestial, Lawful Evil
Armor Class 18
Hit Points 290 (20d12)
Speed 30 ft., Fly 60 ft.
STR
15 (+2)
DEX
13 (+1)
CON
20 (+5)
INT
18 (+4)
WIS
27 (+8)
CHA
30 (+10)
Senses Truesight, Passive Perception 16
Languages Celestial, Telepathy
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. Altima the High Seraph is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +9 to hit with spell attacks). Altima the High Seraph has following Cleric spells prepared:
Cantrips (at will): Sacred Flame, Chill Touch
1st level (5/day): guiding bolt, inflict wounds
2nd level (5/day): Silence, continual flame, prayer of healing
3rd level (4/day): bestow curse, animate dead, dispel magic
4th level (2/day): sickening radiance, Guardian of Faith"
5th level (1/day): geas, Contagion

Actions

Multiattack. Altima makes two tendril attacks and one bite attack.

Tendril Attack. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 17 (2d10 + 5) Acid damage. 

Bite Attack. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 11 (1d10 + 5) piercing damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Altima the High Seraph has 3 legendary actions that it can take at the end of  any turn that is not its own. In addition, It can use its reaction to add +3 to its saves against a spell or effect that it can see within 80ft.

Legendary Actions:

Phase 1( >50%hp) summon: Altima calls upon one of three elemental summons 
Water: The water elemental summons a series of waterspouts that rotate around the area. (dc 17 dexterity save, or be knocked back 15 feet and take 10 bludgeoning damage)
Fire: The fire elemental wreaths the area in flame. every creature within 30 feet must make a dexterity saving throw (DC 17). On a failed save, they take 4d8 fire damage or half as much on a success.
Earth: The earth elemental summons two towers that topple over onto the arena and crumble. Any creature within the ten feet of the tower must make a dexterity saving throw (DC 17). On a failed save they take 3d10 bludgeoning damage and are knocked prone. On a success they take half that damage and are not knocked prone.

Phase2 (<50% HP): "Simmer does the light of life before rising to the heavens in a cleansing conflagration of divine benevolence. I AM THE ONLY GOD"
extra attacks: At the end of each player's turn, Altima makes an extra attack against a creature within range. 

 

Description

Enter a general description for your monster here.

abyssalsnowstorm

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