Medium Celestial, Neutral Evil
Armor Class 25 Natural Armor
Hit Points 615 (30d20)
Speed 60 ft., Fly 120 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws STR +19, DEX +9, WIS +17
Skills Arcana +17, Religion +17
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Thunder
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 240 Feet, Truesight 120 Feet, Passive Perception 36
Languages Celestial, Common, Draconic, Dwarvish, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Innate Spellcasting Cabarith's innate spellcasting ability is Charisma (spell save DC 26, +14 to hit with spell attacks). He can innately cast the following spells, requiring only Yari as his arcane focus:

  • At will: lightning bolt, shatter, thunderwave
  • 3/day each: call lightning, chain lightning
  • 1/day: storm of vengeance

Legendary Resistance (5/Day). If Cabarith fails a Saving Throw, he can choose to succeed instead.

Limited Magic Immunity. Unless he wishes to be affected, Cabarith is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Cabariths weapon attacks are magical.

Regeneration. Cabarith regains 30 Hit Points at the start of his turn.

Monocular Vision: Cabarith is blind in his left eye, any saving throw or ability check that requires a Perception check he must make with a disadvantage. 

Aquaphobia: Cabarith has an innate fear of water. Any time Cabarith falls into water he takes 50 Force Damage and gets lauched 10 feet in any random direction. Cabarith takes this damage on every turn and is pushed in a new direction every turn. On Cabarith's turn he is only allowed to move 5 feet upwards.

  • Roll a d6, on a 1 he is pushed backwards, 2 he is pushed left, 3 he is pushed right, 4 he is pushed forward, 5 he is pushed downwards, 6 he is pushed upwards.
Actions

Multiattack. Cabarith can use his Frightful Presence. He then makes two attacks with his Yari.

Frightful Presence. Each creature of Cabarith’s choice that is within 240 feet of Cabarith and aware of him must succeed on a DC 26 Wisdom Saving Throw or become frightened 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. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to Cabarith’s Frightful Presence for the next 24 hours.

Yari. Melee Weapon Attack: +19 to Hit, Reach 15ft., one target. Hit: 32 (4d10 +10) Slashing Damage plus 14 (4d6) Lightning Damage

Yari. Melee Weapon Attack: +19 to Hit, Reach (60/140)ft., one target. Hit: 32 (4d10 +10) Slashing Damage plus 14 (4d6) Lightning Damage

 

Reactions

Multiple Reactions. Cabarith can take one reaction per turn, rather than only one per round. He also has advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent Legendary Actions is spent.

Legendary Actions

Cabarith can take 5 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. Cabarith regains spent Legendary Actions at the start of his turn.

Yari. Melee Weapon Attack: +19 to Hit, Reach 20ft., one target. Hit: 32 (4d10 +10) Slashing Damage plus 14 (4d6) Lightning Damage

Lightning Beam: (Costs 2 Actions).Yari emits lightning in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity Saving Throw, taking 67 (15d8) Lightning Damage on a failed save, or half as much damage on a successful one.

Primordial Bolt: (Costs 2 Actions). Cabarith reaches his hand in the air and summons a primoridal lightning bolt he hurls in in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity Saving Throw, taking 88 (16d10) Lightning Damage on a failed save, or none on a success.

Call of Thunder: (Costs 2 Actions). Cabarith charges a loud thunderous roar, any and all creatures within 120 feet of cabarith that can hear him must make a DC 27 Constitution Saving Throw, taking 24 (6d6) Thunder Damage on a failed save, or half as much damage on a successful one. On a failed save the targeted creatures will become defeaned for 1 minute.

Thunderstorm: (Costs 2 Actions). Cabarith flies into the air and summons 10 lightning bolts and can choose 10 different points to hit them. Each creature within 10 feet of the lightning stike must make a DC 27 Dexterity Saving Throw, taking 72 (16d8) Lightning Damage on a failed save, or no damage on a successful one. A creature can only be affected by one bolt, damage does not stack.

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Cabarith is a 6'2" white Dragonborn. His eyes glow with a Lightning Blue glow. He has a large scar that cuts through his left eye.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: HillMountain

PsychoReaper8888

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