Large Celestial, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 195 (15d10 + 60)
Speed 40 ft.
STR
22 (+6)
DEX
22 (+6)
CON
20 (+5)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +11, CON +10
Skills Perception +14
Damage Vulnerabilities Radiant
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Lightning
Senses Blindsight, Darkvision 120 ft, Passive Perception 14
Languages It can understand and speak all laguages of the target of the vengence
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Spellcasting. The [avatar] is a 15-level spellcaster. Its spellcasting ability is [cha] (spell save DC #14, +7 to hit with spell attacks). The [avatar] has following [class name] spells prepared:
Cantrips (at will): [shocking grasp]
1st level (3 slots): [chaos orb]

 

Actions

Action Name. the avatar makes 2 attacks a round

Slamming Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 11 (1d8 + 7) [bludgeoning] damage. 

Action Ranged Attack.Raging lightning Attack: +12 to hit, range 30/120 ft., 1 target. Hit: 21 (4d6 + 7) [damage type] damage.

Singularity (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the creature takes 45 (10d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.

Bonus Actions

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

Mythic Actions

turns into a being of pure lightning and all the damage types become lightning with 195 hitpoints

shocking aura: 2d6 lightning damage to all creatures within 10 feet of him , 1d6 to any creatures that hit him with a melee attack

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.

JustJimi

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