Armor Class 23 natural armor
Hit Points 507 (27d12 + 270)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
28 (+9)
CON
30 (+10)
INT
25 (+7)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws DEX +17, CON +18, WIS +16, CHA +18
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Paralyzed
Senses Truesight 120ft., Passive Perception 18
Languages Celestial, Common, Ignan understands all but speaks in a voice like crackling fire
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Trait: Divine Embers. When Valindria drops to 0 hit points or dies, her body ignites in divine flames and she is reborn from the ashes at the start of her next turn with half her hit points. This effect can happen once every 24 hours.

Innate Spellcasting. Valindria's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: fireball, flame blade, flame strike
3/day each: fire storm, wall of fire
1/day each: meteor swarm, delayed blast fireball

Fire's Embrace. At the start of each of Valindria's turns, each creature within 10 feet of her takes 10 (3d6) fire damage, and flammable objects in the area that aren't being worn or carried ignite.

Divine Pyromancy. Valindria's fire-based attacks and effects are infused with divine power. When a creature that is immune to fire damage is subjected to fire damage from one of her attacks, spells, or abilities, that creature instead takes half damage. Creatures that are resistant to fire damage have no resistance against her fire damage.

Actions

Multiattack. Valindria makes three attacks: two with her Flame Lash and one with her Fiery Kiss.

Flame Lash. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 8) slashing damage plus 15 (3d10) fire damage.

Fiery Kiss. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 8) fire damage, and the target is ignited. Until someone takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns.

Divine Inferno (Recharge 5-6). Valindria releases a massive wave of fire in a 60-foot radius around her. Each creature in that area must make a DC 27 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects ignite.

Bonus Actions
  • Flame's Grace. Valindria gathers the heat around her, healing herself. She regains 50 hit points. Once she uses this ability, she can't use it again until she completes a long rest.

  • Phoenix Wing. With a swift motion, Valindria summons a blazing wing of fire that sweeps across her foes. Each creature within a 15-foot cone in front of her must make a DC 27 Dexterity saving throw or take 20 (6d6) fire damage.

  • Kindle Passion. Valindria touches a creature within 5 feet, kindling its inner passion. The next time that creature deals damage before the end of Valindria's next turn, it adds an additional 10 (3d6) fire damage to the damage it deals.

  • Firelily Blessing. Drawing on her bond with Aundriel, Valindria summons a fire lily to bloom at a point she can see within 60 feet. The next spell or ability that targets a point or creature within 5 feet of the fire lily has its potency enhanced: if it heals, it heals an extra 20 hit points; if it deals damage, it deals an additional 10 (3d6) fire damage.

Reactions

Flame's Shield. When Valindria is hit by an attack, she can cause flames to shield her, increasing her AC by 5 against that one attack, potentially causing the attack to miss.

Legendary Actions

Valindria 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. Valindria regains spent legendary actions at the start of her turn.

  • Flash (Costs 2 Actions). Valindria teleports up to 60 feet to an unoccupied space she can see.
  • Ember Wave. Valindria sends a wave of embers in a 15-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • Ignite. Valindria targets one creature she can see within 60 feet. The target must succeed on a DC 27 Constitution saving throw or be ignited, taking 10 (3d6) fire damage at the start of each of its turns. Until someone takes an action to douse the fire.
Mythic Actions

The Avatar of Valindria can take 3 Mystic Actions, choosing from the options below. Only one Mystic Action option can be used at a time and only at the end of another creature's turn. Valindria regains spent Mystic Actions at the start of her turn.

  • Pyromancer's Insight (Costs 1 Action). Valindria perceives the flow of energy around a target. The next spell or ability Valindria uses against that target has advantage on its attack roll or imposes disadvantage on the target's first saving throw against it.

  • Flamebound Pact (Costs 2 Actions). Valindria binds a creature she can see within 60 feet with fiery chains. The target must succeed on a DC 27 Wisdom saving throw or be restrained for 1 minute. The restrained target can repeat the saving throw at the end of each of its turns, freeing itself on a success.

  • Essence of the Ember Codex (Costs 3 Actions). Drawing from the divine wisdom of her holy book, Valindria selects one creature she can see within 60 feet. That creature is bestowed with an ember's insight, either granting it a flash of creativity or overwhelming its senses with the raw, unbridled nature of fire. The chosen creature can either immediately take one action as a reaction or is stunned until the end of its next turn.

 

Description

The Avatar of Valindria is a powerful representation of the Goddess of Flame & Pyromancy, bringing her fiery will to the Material Plane. Her divine essence allows her to dominate the battlefield with powerful spells and abilities, while her fiery aura burns those who dare come close. Those who encounter her should tread carefully, lest they be consumed by her fiery wrath.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Valindria can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:

  1. Volcanic Eruption. Valindria causes a localized eruption from a point she chooses within the lair. A column of molten lava bursts forth from the ground in a 10-foot radius, 30-foot high cylinder centered on that point. Each creature in that area must make a DC 21 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.

  2. Ember Mists. Ethereal mists infused with ember-like particles fill a 60-foot radius centered on a point Valindria chooses. The area is heavily obscured, and at the start of each creature's turn while it's inside the mist, it takes 10 (3d6) fire damage from the heated embers. The mists dissipate at the end of Valindria's next turn.

  3. Fiery Portals. Valindria opens two portals, each up to 10 feet in diameter, at two locations she can see within the lair. For the next round, any creature or object that enters one portal immediately exits from the other, and vice versa, appearing in the nearest unoccupied space. Valindria can close the portals as a bonus action.

  4. Resonance of the Flame Lilies. Flame lilies bloom in a 30-foot radius centered on a point Valindria chooses. The area becomes difficult terrain. At the start of each creature's turn while it's inside the area, the resonating energy either invigorates or burns. Valindria chooses if a creature is healed for 10 (3d6) hit points or takes 10 (3d6) fire damage.

Monster Tags: Misc CreatureAngelElemental

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