Divine Awareness: The Celestial Colossus knows if it hears a lie.
Innate Spellcasting: The Colossus's spellcasting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Legendary Resistance (3/Day): If the Colossus fails a saving throw, it can choose to succeed instead.
Multiattack: The Colossus can use its Foresight. It then makes five attacks with its divine fists.
Divine Fist: Melee Weapon Attack:* +19 to hit, reach 20 ft., one target. *Hit:* 36 (4d12 + 10) bludgeoning damage plus 22 (4d10) radiant damage.
Halo Burst (Recharge 5–6): The Colossus emits a burst of divine energy in a 60-foot radius. Each creature in that area must make a DC 26 Constitution saving throw, taking 70 (10d12) radiant damage on a failed save, or half as much damage on a successful one.
Divine Shift: The Celestial Colossus magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Radiant Healing: The Celestial Colossus bathes one creature it can see within 60 feet in a soothing light. The target regains 20d8+40 hit points, and any curses, diseases, poisons, blindness, or deafness affecting the target are removed.
Retributive Shield: In response to being hit by a melee attack, the Celestial Colossus can cause light to burst from its body. The attacker takes 10d8 radiant damage.
Celestial Intervention: When a spell or other effect targets the Celestial Colossus or a creature within 10 feet of it, the Colossus can create a barrier of divine energy as a reaction. The Colossus grants a +5 bonus to the target's saving throw, and if the effect is a damage-dealing effect, the target has resistance to the damage from that effect.
The Celestial Colossus 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 Colossus regains spent legendary actions at the start of its turn.
Attack: The Colossus makes one attack with its divine fists.
Move: The Colossus moves up to its speed without provoking opportunity attacks.
Blinding Gaze (Costs 2 Actions): The Colossus targets one creature it can see within 60 feet of it. If the target can see the Colossus, the target must succeed on a DC 26 Wisdom saving throw or be blinded until the end of the Colossus's next turn.
Divine Command (Costs 3 Actions): The Colossus issues a command that is magically transmitted to all creatures of its choice that it is aware of. The affected creatures must succeed on a DC 26 Charisma saving throw or follow the command on their next turn.
The Celestial Colossus can take 3 mythic actions, choosing from the options below. Mythic actions can only be used at the end of another creature's turn. The Colossus regains spent mythic actions at the start of its turn. The Colossus can only use mythic actions if it has half its hit points or fewer and hasn't used its mythic trait yet.
Sanctify Ground (Costs 2 Actions): The Celestial Colossus blesses the ground in a 60-foot radius centered on itself. The area becomes hallowed (as the hallow spell) with the additional effect that allied creatures within the area have advantage on saving throws against spells and other magical effects. The ground remains sanctified for 1 hour or until the Colossus uses this action again. This action does not require concentration.
Holy Nova (Costs 3 Actions): The Colossus releases a massive wave of divine energy in a 120-foot radius. Each creature of the Colossus's choice in that area must make a DC 26 Constitution saving throw. On a failed save, a creature takes 10d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half the damage and isn't blinded. Blinded creatures can make a DC 26 Constitution saving throw at the end of each of their turns, ending the effect on themselves on a success.
MYTHIC TRAIT
Avatar of Divinity: When the Celestial Colossus is first reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it regains 200 hit points, and creatures of its choice within 120 feet of it that the Colossus can see regain 50 hit points. For 1 minute or until it dies, the Colossus has advantage on all attack rolls, saving throws, and ability checks. Once the Colossus uses this trait, it can't use it again until it finishes a long rest.
Description
The Celestial Colossus is a paragon of celestial might and majesty, towering above the landscape as a beacon of hope and a bulwark against darkness. Its body, sculpted as if from marble and gold, shimmers with a divine aura that bathes the surrounding area in a gentle, warming light. Multiple eyes, reminiscent of stars in the night sky, gaze out from its face, piercing through deceit and illusion with unwavering judgment.
Enormous wings, resplendent and ethereal, unfurl from its back, each feather inscribed with ancient runes of power. When the Colossus moves, reality itself seems to bend, accommodating its grandeur with a respectful hush. The air thrums with the hum of divine energy, and the ground below is sanctified by its mere presence.
In battle, the Celestial Colossus is both an immovable object and an unstoppable force, with a mere gesture capable of summoning blades of wind or a cascade of purifying light. It fights with a grace that belies its size, every motion imbued with a purpose born of eons of existence. To stand before it is to feel the weight of one's own insignificance, yet its presence is not oppressive; rather, it is an invitation to rise above one's limitations and strive for something greater.
The Celestial Colossus speaks rarely, but when it does, its voice resonates like a chorus of the heavens, inspiring allies to greatness and striking fear into the hearts of the wicked. It is said that the Colossus does not simply occupy a place in the world, but rather, embodies the world's highest ideals, an eternal testament to the possibility of order, beauty, and goodness prevailing against all odds.
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.
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