Medium Humanoid (Angel), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 190 (24d8 + 92)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
20 (+5)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws CON +10, INT +12, WIS +11
Skills Arcana +12, Deception +15, History +12, Insight +11, Perception +11, Persuasion +15
Damage Resistances Cold, Fire, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 20
Languages All
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Aura of Overwhelming Splendor. Annatar radiates dazzling and mollifying magic. Each creature of his choice that starts its turn within 5 feet of him must succeed on a DC 23 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the incapacitated condition.

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

Magic Resistance. Annatar has advantage on saving throws against spells and other magical effects.

Master of Persuasion. Annatar has advantage on Charisma (persuasion) and Charisma (deception) checks he makes when interaction with humanoid creatures. Additionally humanoid creatures have disadvantage on saving throws against enchantment spells Annatar casts.

Rejuvenation. A destroyed Annatar gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of Mount Doom.

Spellcasting. Annatar is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Annatar has the following spells prepared:

Cantrips (at will): chill touch, mage hand, prestidigitation, vicious mockery

1st level (4 slots): detect magic, command, shield, thunderwave

2nd level (3 slots): detect thoughts, hold person, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, antagonize

4th level (3 slots): blight, dimension door

5th level (3 slots): dominate person, scrying

6th level (2 slot): disintegrate, globe of invulnerability

7th level (2 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill

Actions

Multiattack. Annatar makes a paralyzing touch attack, he can then use beguiling whisper.

Paralyzing Touch. Melee Spell Attack: +15 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 23 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Beguiling Whisper. Annatar magically whispers to a creature he can see within 30 feet of himself. The target must succeed on a DC 23 Wisdom saving throw or have the stunned condition due to fear or delight (Annatar’s choice) until the end of the target’s next turn.

Reactions

Fearful Voice (Recharge 5–6). In response to taking damage, Annatar utters a dreadful word of power. Each creature within 30 feet of him must succeed on a DC 23 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Annatars Fearful Voice for 24 hours.

Legendary Actions

Annatar 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. Annatar regains spent legendary actions at the start of its turn.

Cantrip. Annatar casts a cantrip.

Move. Annatar moves up to his speed without provoking opportunity attacks.

Cast Spell (Costs 2 Actions). Annatar casts a spell from his list of prepared spells, using a spell slot as normal.

Dark Speech (Costs 2 Actions). Annatar utters a phrase in a forbidden language and targets one or two creatures he can see within 60 feet of him. Each target must succeed on a DC 23 Wisdom saving throw or take 11 (2d10) psychic damage and be frightened of Annatar for 1 minute. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success and thereby becoming immune to Annatar’s Dark Speech for 24 hours.

IsaiahGK

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