Medium Celestial, Neutral Evil
Armor Class 30 Natural Armor
Hit Points 5140 (355d8 + 3550)
Speed 70 ft., Fly 140 ft.
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws STR +19, DEX +14, WIS +17
Skills Arcana +17, Athletics +19, Deception +18, Insight +17, Intimidation +18, Persuasion +18, Religion +17
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 36
Languages All All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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. Cabarith weapon attacks are magical.

Regeneration. Cabarith regains 50 hit points at the start of his turn.

Elemental Mastery. Cabarith possesses an innate affinity for the primal forces of nature, granting him mastery over rain, wind, thunder, and lightning without the need for arcane incantations or rituals.

  • Rain Control: Cabarith can conjure or disperse rain showers, manipulating weather patterns to his whim.
  • Wind Manipulation: He commands gusts of wind, shaping them to buffet or propel objects and creatures as he desires.
  • Thunder Command: Cabarith wields the power of thunder, unleashing deafening roars and shockwaves that shake the very earth.
  • Lightning Mastery: He channels the raw energy of lightning, calling forth bolts of electrified power to smite his foes and electrify the battlefield.

Electro Field. Cabarith is enveloped by an electrifying aura, creating an Electro Field within a 60-foot radius around him. Those within range are subject to its potent effects:

  • Metal Armor Discharge: Creatures wearing metal armor must succeed on a DC 30 Constitution saving throw or suffer 25 lightning damage. On a successful save, they take half damage. This effect can stack with other sources of damage.
  • Metal Weapon Shock: Individuals wielding metal weapons must make a DC 30 Constitution saving throw or endure 5 lightning damage. On a successful save, they take half damage.
  • Metal Contact Shock: Any creature that comes into direct contact with metal within the Electro Field suffers 25 lightning damage.
  • Rain and Water Interaction: Rain and water within the Electro Field crackle and pop with electrical energy upon contact, adding an ominous atmosphere to the surroundings.

Mythic Lightning. The incredible power of Cabarith's lightning is more powerful than the strongest enchantments. Characters who are normally immune to lightning damage instead are treated as if they are resistant to the lightning damage caused by Cabarith and characters who are resistant to lightning damage instead treat it as if they were not.

Monocular Vision. Cabarith's left eye was slashed out in a legendary battle, leaving him with monocular vision. He has disadvantage on all Perception checks due to his impaired depth perception and limited field of vision.

Aquaphobia. Cabarith's fear of large bodies of water stems from his vulnerability to their conductive properties. If Cabarith falls into deep water, he suffers 100 force damage and is forcibly launched 10 feet in a random direction. On each of Cabarith's turns while submerged, he must use his entire action 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.

Offensive Form. When Cabarith splits his spear into two, he enters Offensive Form, sacrificing defense for increased offensive prowess.

  • Cabarith's Armor Class is lowered by 15
  • His regeneration ability is disabled
  • Cabarith gains the ability to make 4 attacks with his spears instead of the usual 2.
  • His Legendary Actions increase to 10
  • All of Cabarith's attacks deal an additional 20 damage points in their respective damage types

Reverting to Defensive Form: At any time, Cabarith can choose to reassemble his spear, returning to Defensive Form.

  • His Armor Class returns to 30
  • His health regeneration ability resumes
  • Cabarith loses the ability to make as many attacks as he could in Offensive Form, reverting to his standard attack capabilities.
Actions

Multiattack. Cabarith can use his Frightful Presence. He then makes two attacks with his Lance of the Tempest.

Frightful Presence. Each creature of Cabarith’s choice that is within 240 feet of Cabarith and aware of him must succeed on a DC 30 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.

Lance of the Tempest. Melee Weapon Attack: +22 to Hit, Reach 15ft., (70/240) ft., one target. Hit: 105 (12d12+10) Slashing or Piercing Damage plus 67 (8d10 +10) Lightning Damage

Lightning Bolt. Cabarith conjures a mighty bolt of lightning and hurls it at a target within range. The target must make a Dexterity saving throw, taking 70 (20d6) lightning damage on a failed save, or no damage on a successful one.

Chain Lightning. Cabarith unleashes a potent bolt of lightning, striking a single target with intense force, dealing 67 lightning damage. Additionally, any creature within 500 feet of Cabarith who is not behind full cover from him and is not the primary target of the strike also gets struck by the electrical discharge, taking 34 lightning damage. Everyone who gets hit must make a Constitution saving throw, taking max damage on a failed save, or half as much damage on a successful one.

Lightning Wave. Cabarith channels the raw power of lightning, summoning a devastating wave of electrified energy in front of him. Lightning surges forth from the ground, forming a 90-foot cone-shaped area of effect. All creatures within the area must make a Dexterity saving throw. On a failed save, they suffer 84 lightning damage, while on a successful save, they take half damage, avoiding the full brunt of the electrical onslaught.

Gale Storm. Cabarith conjures a tempestuous gale, unleashing powerful winds to buffet and propel his target with tremendous force. He selects a target within range and sends them hurtling up to 50 feet in a direction of his choosing. If the target collides with an object or obstruction during their forced movement, they suffer 25 force damage from the impact.

Call of Thunder. Cabarith charges a loud thunderous roar, any and all creatures within 120 feet of Cabarith that can hear him must make a DC 30 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 creature will become deafened for 1 minute.

Bonus Actions

Cabarith can use his Legendary Actions as a bonus action.

Reactions

Shockwave. When Cabarith is struck by a melee attack, he harnesses the energy of the impact to release a powerful shockwave, unleashing destructive force upon nearby creatures. Any creature within 30 feet of Cabarith when he is hit with a melee attack suffers 24 (6d6) thunder damage from the shockwave. Additionally, affected creatures are forcefully launched 30 feet away from Cabarith,

Lightning Reflexes. When Cabarith is targeted by a ranged attack, he can use his lightning reflexes to dodge out of harm's way. He gains a +5 bonus to his AC against the triggering attack.

Thunderous Shield. When Cabarith or an ally within 60 feet is targeted by a melee attack, he can create a barrier of thunderous energy to absorb the blow. The target gains resistance to the damage from the attack.

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.

Lance of the Tempest. (Costs 2 Actions) Melee Weapon Attack: +22 to Hit, Reach 15ft., (70/240) ft., one target. Hit: 105 (12d12+10) Slashing or Piercing Damage plus 67 (8d10 +10) Lightning Damage

Lightning Beam: (Costs 3 Actions). Lance of the Tempest emits lightning in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 30 Dexterity Saving Throw, taking 134 (30d8) Lightning Damage on a failed save, or half as much damage on a successful one.

Primordial Bolt: (Costs 5 Actions). Cabarith reaches his hand in the air and summons a primordial lightning bolt he hurls in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 30 Dexterity Saving Throw, taking (32d10) Lightning Damage on a failed save, or none on a success.

Thunderstorm: (Costs 5 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 stile must make a DC 30 Dexterity Saving Throw, taking 144 (32d8) Lightning Damage on a failed save, or no damage on a successful one. A creature can only be affected by one bolt, the damage does not stack.

Storm Surge: (Costs 3 Actions). Cabarith channels the power of the storm, causing powerful winds and rain to swirl around him. All creatures within 60 feet of Cabarith must succeed on a Strength saving throw or be pushed back 20 feet and knocked prone.

Thunder Clap: (Costs 3 Actions). Cabarith creates a deafening thunderclap in a 60-foot radius around him, each creature in the area must make a Constitution saving throw or be deafened and pushed 10 feet away from Cabarith.

Mythic Actions

If Cabarith would be reduced to half of his hit points hit points, his current hit point total instead resets to his max hit points. Additionally,  Cabarith can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 2,240,000 for defeating Cabarith after this trait activates.

If Cabarith’s mythic trait is active, he can use the option below as a legendary action

Giant Form (Costs All Actions). When Cabarith’s health drops to half or below, he can invoke the power of “Giant Form” transforming into a colossal entity towering over the battlefield.

  • Cabarith’s health is restored to max
  • He undergoes a dramatic transformation, growing from a 6-foot-tall figure to a towering colossus standing at an astonishing 100 feet in height.
  • All damage dealt by Cabarith is doubled in his Giant Form.
  • Each attack Cabarith unleashes triggers an earthquake within a mile of the strike.
  • Every strike creates a giant crater at the point of impact with 50ft. x 50ft. x 25ft. in dimensions.

Description

Enter a general description for your monster here.

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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