Gargantuan Celestial, Chaotic Evil
Armor Class 22 22
Hit Points 350 (35d20)
Speed
STR
10 (+0)
DEX
14 (+2)
CON
20 (+5)
INT
30 (+10)
WIS
25 (+7)
CHA
18 (+4)
Saving Throws INT +18, WIS +15, CHA +12
Skills Arcana +28, History +28, Perception +24
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic, Radiant
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Poisoned
Senses Passive Perception 27
Languages It understands all languages, but can only speak in telepathicly
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Future Sight. At the start of combat, The ChronoChaos predicts the players' actions, allowing it to impose disadvantage on all attacks against it for the first round.

Actions

Hyper Rain. Pick 5 10 ft by 10 ft squares (It is known where the squares are). Next turn everything standing within those Doomed Squares is obliterated as their atoms pry from each other, instantly killing them. It is then difficult terrain until next turn.

Void Beam. Pic any straight line that is 10 ft wide (It is known where the squares are). Next turn everything standing within those Doomed Squares is obliterated as their atoms pry from each other, instantly killing them. It is then difficult terrain until next turn.

Concentrated DOOM: 1d20 +15 to hit, range 100 ft, one target. 10d8+5 radiant.

Bonus Actions

Crack the Game: Everyone forcefully takes 1d4+1 force damage.

Legendary Actions

The ChronoChaos can take 3 legendary actions, choosing from the options below:

Temporal Shift (Costs 1 Actions). Move Anything/Anyone to any place within 60 ft of where it already is, cannot be moved to a Doomed Sqaure.

Concentrated DOOM (Cost 2 Actions).

Regenerate (Cost 1 Actions). Regenerate 20 hit points.

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

I WILL AND CAN AND SHALL CONSUME EVERYTHNG!!! LIFE IS A GAME AND SLAUGHTER IS HOW YOU PLAY IT!!!!!

Lair and Lair Actions

The void is all around you.

Lair Actions

On initiative count 20 (losing initiative ties), the [ChronoChaos] takes a lair action to cause one of the following effects; the [ChronoChaos] can’t use the same effect two rounds in a row:

  • Create a permanent 10 ft by 10 ft hole. Anyone standing in the hole when it is created must DC 18 Dexterity Saving Throw or fall into the hole, then falling out of the sky, stunned.
  • Emit a pulse of chaotic energy, forcing all players to make a DC 18 Wisdom saving throw or suffer disadvantage on all rolls for 1 round.

If the [ChronoChaos] dies, these effects fade over the course of 1d4 days.

E5000

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