Huge Celestial, Chaotic Good
Armor Class 18 (natural armor)
Hit Points 277 (18d20 + 110)
Speed 60 ft., Fly 10 ft.
STR
24 (+7)
DEX
28 (+9)
CON
26 (+8)
INT
22 (+6)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws DEX +15, WIS +14, CHA +16
Skills Perception +16
Damage Vulnerabilities Psychic
Damage Resistances Bludgeoning, Lightning, Piercing, Poison, Slashing
Damage Immunities Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Celestial, Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Sonic Superposition. Once damaged by an attack, the Thunder God can move a space without provoking opportunity attacks

Legendary Resistance (3/Day). If the Thunder God fails a saving throw, it can choose to succeed instead.

Actions

Thunderaxe Slash. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 87 (8d12 + 35) slash damage and the opponent may be pushed back 1d20 squares. 

Thunderblast. (Recharge 3-6). Ranged Weapon Attack: +12 to hit, reach 300 ft., one target. On a hit, the target (who must be in an uninterupted line away from The Thunder God) takes 3 damage for every square away they from The Thunder God

Roar of Thunder (Recharge 6). All creature's within 900 feet of the Aspect of The Thunder God make a DC 25 Consitution Saving Throw, falling prone on a fail. All allies automatically succeed on this roll and gain 200 temporary hit points divided among them evenly.

Bonus Actions

Quantum Clap. The Thunder God switched places with an ally

Legendary Actions

The Thunder God 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 dragon regains spent legendary actions at the start of its turn.

Thunder Step (Costs 2 Actions). You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 6d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2024 6:24:16 PM
7
1
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Coming Soon

Habitat: Arctic

Cabbage247

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