Gargantuan Celestial (Devil), Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 394 (25d10 + 144)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +16, WIS +16, CHA +19
Skills Perception +33
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Devilish Weapons. Chuckles weapon attacks are magical. When Chuckles hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Devilish Awareness. Chuckles knows if it hears a lie.

Innate Spellcasting. Chuckles spellcasting ability is Charisma (spell save DC 25). 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

Magic Resistance. Chuckles has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The solar makes four Squeaky Hammer of Doom attacks.

Squeaky Hammer of Doom. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (6d6 + 8) bludgeoning damage plus 27 (6d8) radiant damage.

Ray Gun. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (5d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Squeaky Hammer of Doom. Chuckles releases his Squeaky Hammer to hover magically in an unoccupied space within 5 feet of it. If Chuckles can see the hammer, Chuckles can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Chuckles hands. If the hovering hammer is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

KillingTouch (4/Day). Chuckles touches another creature. The target magically takes 40 (10d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Chuckles 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 solar regains spent legendary actions at the start of its turn.

Teleport. Chuckles magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). Chuckles emits magical, devilish energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (6d6) fire damage plus 14 (6d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Chuckles targets one creature it can see within 60 feet of it. If the target can see it, the target must succeed on a DC 16 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Summon Slave Army (Full Turn). Chuckles takes a full turn to summon a large group of imps aka slaves. Roll a 2d12 to determine how many are summoned.

Monster Tags: DevilDemon Lord

Acespider0907847

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