Large Celestial, Neutral
Armor Class 18 (natural armor)
Hit Points 207 (23d10 + 92)
Speed 30 ft., Fly 60 ft. (hover)
STR
15 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
22 (+6)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws DEX +9, INT +12, WIS +11, CHA +9
Skills Arcana +25, Insight +11, Investigation +20, Perception +15
Damage Resistances Acid, Cold, Fire, Lightning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force, Poison
Senses Truesight 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Accelerated Entropy: Damage dealt to structures by nova or collapse is tripled.

Creation Bane:  All creation spells, e.g., druidcraft, creation, minor illusion, major image, etc., fail if cast within 60 ft. of the architect unless the architect permits it.

Dimensional Lock. All teleportation magic cast within 60 ft. of the architect automatically fail unless the architect permits it.

Unstable. When the architect is reduced to half HP or less, the damage from unstable touch and nova are doubled (included in the attacks).

OrbitAs a bonus action, the architect may move a globe up to 30 ft. If the globe moves through another creature’s space that is huge or smaller or if a creature is within 5 ft. of a globe at the end of the move it must make the save for Planetary Growth.

Celestial Crown. As a bonus action, the architect creates an nebula of unstable cosmic energy around it. All attacks made against creatures within a 20 ft. radius of the architect are made at disadvantage (this includes unstable touch attacks made by the architect).

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

Innate Spellcasting. The architect’s spellcasting ability is Intelligence (spell save DC 20). The deva can innately cast the following spells, requiring only verbal components:

At will: create food and watercreation (as 9th level), fabricatemagic missile (as 6th level)

1/day each: demiplane, meteor swarmreverse gravity

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

Actions

Multiattack. The architect makes two unstable touch attacks.

Unstable Touch. Melee Touch Attack: +10 to hit, reach 5 ft., one target. Hit:  9 (2d8) psychic damage plus 9 (2d8) force damage, or 18 (4d8) psychic damage plus 18 (4d8) force damage if the architect is below half health.

Astral Globe (Recharge 6). The architect chooses 2 points it can see within 500ft. and reaches across the multiverse pulling strands of star stuff together, forming 2 globes of planetary masses. A globe is 10 feet in radius and warps reality around itself. A globe cannot be seen through and checks made to move or alter them automatically fail. If a creature is within 5 ft. of a created globe it must make the save below under Planetary Growth. All creatures other than the architect have disadvantage on all attacks while within 10ft. of a globe.

Planetary Growth. The architect causes an Astral Globe to grow in size, increasing the chosen globe’s radius by 10 ft., up to a 40 ft. radius maximum.

All creatures in the globe’s space when it is created, grows, or if the globe moves through their space due to Orbit must make a Strength saving throw ( save DC 20). A creature that succeeds its saving throw is moved to an open space of its choice within 5 ft. of the globe. A creature that fails the saving throw is grappled by the globe. A creature grappled by a globe may use an action to attempt to break free (escape DC 20). Another creature may use an action to attempt an Athletics check (DC 20) to free the creature, releasing them on a success.

Nova. A globe within 100ft. of the architect is overloaded with energy, releasing an explosion of planetary materials. All creatures other than the architect within 20 ft. of the globe must make a dexterity saving throw (save DC 20), taking 27 (6d8) bludeoning damage on a failed save, or 54 (12d8) bludgeoning damage if the architect is below half health, taking half as much damage on a success. The damage increases by 2d8 per 10 ft. radius increase of the globe, or by 4d8 if the architect is below half health to maximum of 54 (10d8) bludgeoning damage or 108 (24d8) bludgeoning damage if the architect is below half health.

Collapse 1/day. The architect collapses all globes releasing a torrent of debris and energy. All creatures other than the architect within 30 ft. of a globe must make a Dexterity saving throw (save DC 20),  taking 55 (10d10) bludgeoning damage plus 55 (10d10) force damage on a failed save, or half as much damage on a success. A creature within 30 ft. of more than one globe makes this save with disadvantage.

Teleport. The architect magically teleports, along with any equipment it is wearing and carrying, up to 120 feet to an unoccupied space it can see.

Reactions

Entropic Growth. When the architect takes damage, it can use it's reaction to use Planetary Growth.

Legendary Actions

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

Unstable Touch. The architect makes one unstable touch attack.

Teleport. The architect uses teleport

2 Legendary Actions. Planetary Growth. The architect uses planetary growth.

2 Legendary actions. Cast a Spell. The architect casts a spell with a casting time of one action.

Description

Architects are mystical creatures that float around the multiverse, using their knowledge of cosmic energies to creature miniature solar systems, with themselves at the center. They have deep blue and purple skin pocked with bright silver specks that resemble stars across the night sky. They have no facial features, appear genderless, and are lean-to-muscular, standing between 9 and 11 feet tall with a mantle of small rocks and debris that cling to them like a cloud of insects. 

While their knowledge of the cosmos is vast, architects only communicate telepathically with all creatures in range with simple images of cosmic creation like stars being born or swirling clusters of galaxies colliding to create new meaning and beauty. Those who subject themselves to this imagery often find themselves wracked with pain as supernovas and planetary creation overwhelm their mind. Creatures can communicate backwith simple images like planets colliding or galaxies flying apart to attempt to parlay for passage or potential direction to a celestial or cosmically important destination. Any creature that tries to telepathically communicate ideas other than cosmic creation will find themselves in the path of the architects creations.

Ironically, the architect’s obsession for creation often finds other creatures and their creations utterly destroyed. 

An architect will have 2-3 globes of varying size slowly revolving itself if confronted or found. Architects wander the cosmos, making their way across virtually every plane, but are most often found in the astral plane as it provides the most space for their creation.

Monster Tags: Misc Creaturehumanoid

Applebloko

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