Angelic Weapons. The celestial's weapon attacks are magical. When the celestial hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The celestial's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
Aura of Dawn
The area within 30 feet of the celestial is filled with radiant light. Each creature of the celestial's choice within the aura (including the celestial) gains temporary hit points equal to your cleric level at the start of each of its turns. These temporary hit points last until the start of the celestial's next turn.
Divine Radiance
The celestial sheds bright light in a 30-foot radius and dim light for an additional 60 feet. Any creature hostile to you that starts its turn in the bright light must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. Additionally, any magical darkness created by a spell of 8th level or lower is dispelled within the bright light.
At will: detect evil and good, daylight
3/day each: cure wounds, dispel magic
1/day each: flame strike, greater restoration
Actions
Multiattack. The celestial makes two attacks with its radiant longsword.
Radiant Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage plus (4d8) radiant damage.
Searing Bolt (Recharge 5-6). The celestial unleashes a searing bolt of radiant energy at a target it can see within 120 feet. The target must make a DC 17 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much on a successful one. Additionally, the target is blinded until the end of its next turn.
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Reaction Name. Enter the description for your action.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
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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.
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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