Large Celestial, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 242 (20d10 + 133)
Speed 40 ft., Fly 120 ft.
STR
22 (+6)
DEX
24 (+7)
CON
23 (+6)
INT
19 (+4)
WIS
26 (+8)
CHA
18 (+4)
Saving Throws INT +10, WIS +14, CHA +10
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 21
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Butterfly Garden (Mythic Trait; Recharges after a Short or Long Rest). If Sera is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 25 hit points and gains 50 temporary hit points. In addition, the area around Sera is occupied by hundreds of butterflies. For as long as Sera has temporary hit points from this feature the DC for Unruly Illusions is set to 11.

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

Unruly Illusions. Each time a creature attacks Sera, she rolls a d20. If she rolls a 16 or higher, the attacker targets a butterfly disguised as Sera instead. A Detect Magic spell or Truesight can determine if any butterflies are disguising themselves, allowing the caster to ignore this feature. Those able to discern the illusions can also use a reaction to another creature taking their action to allow them to ignore the feature.

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

Luring Light. At the start of each of Sera's turns a Swarm of Fallen Butterflies are conjured to aid her. They take their turn in initiative after her, and she can give them verbal commands them as a free action on her turn. She can have a maximum of four swarms conjured at once.

Actions

Multiattack. Sera makes two attacks.

Fallen Whip. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 9 (2d8) necrotic damage. Creatures that are hit by this whip must succeed on a DC 18 Wisdom saving throw or be plunged into an illusory reality.

If the creature is of good alignment then they believe they are banished to a celestial holding room where they are unable to use magic or escape. Their real body is Stunned until they escape. The creature can make a DC 10 Wisdom saving throw at the end of each of their turns to try and escape. If the creature is neutral then their most recent actions decide if they are either good or evil using heaven's standards.

If the creature is of evil alignment then they believe they are banished to the prison of Sera's true form. Whenever a creature starts their turn in this realm they must make a DC 18 Wisdom saving throw or take 28 (8d6) psychic damage. The creature can make a DC 12 Wisdom saving throw at the end of each of their turns to try and escape. Their real body is Stunned until they escape.

Psychic Lash. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 21 (6d6) psychic damage.

Teleport. Sera magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space he can see.

Legendary Actions

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

Fallen Holy Magic (Costs 2 Actions). Sera uses Teleport or casts Phantasmal Killer.

Attack. Sera makes one Psychic Lash attack.

Mythic Actions

If Sera’s mythic trait is active, she can use the options below as legendary actions, as long as she has temporary hit points from her Butterfly Garden.

Swarm (Costs 2 Actions). A group of fallen butterflies fill a 15-foot-radius sphere centered on a point Sera chooses within 120 feet. The sphere spreads around corners. The sphere remains for 1 minute, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a DC 20 Intelligence saving throw. A creature takes 11 (2d10) psychic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the attack’s area for the first time on a turn or ends its turn there.

DarkTaiga

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