Gargantuan Celestial (Angel, Any Race), Lawful Neutral
Armor Class 15 Natural
Hit Points 504 (48d20)
Speed 90 ft., Fly 90 ft.
STR
17 (+3)
DEX
4 (-3)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
4 (-3)
Saving Throws STR +12, CON +14, INT +14, WIS +14
Skills Intimidation +16
Damage Resistances All
Senses Unknown, Passive Perception 18
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Divine Majesty: The Celestial King's regal presence commands respect and awe. Any hostile creature that starts its turn within 60 feet of the Celestial King must make a Wisdom saving throw (DC 18) or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Celestial Knowledge: The Celestial King has unparalleled knowledge of celestial and extraplanar beings. It has advantage on all Intelligence checks related to identifying or recalling information about celestial entities, including angels, archons, and other divine beings.

Heavenly Light (At Will): The Celestial King can cast "Heavenly Light" as a bonus action. It sheds bright light in a 60-foot radius and dim light for an additional 60 feet. All allied creatures within the bright light gain temporary hit points equal to the Celestial King's Intelligence modifier at the start of their turns while in the light.

 

Actions

Heavenly Blade: The Celestial King makes a melee weapon attack with its celestial weapon, which deals radiant damage. It can make three attacks with this action. Each attack has a reach of 15 feet and deals 4d12+5 radiant damage on a hit. This radiant damage is doubled against fiends and undead.

Radiant Gaze: The Celestial King fixes its radiant gaze upon a single target within 120 feet. The target must make a Wisdom saving throw (DC 10) or take 6d12 radiant damage and be blinded for 1 minute on a failed save. A successful save halves the damage and negates the blindness effect. The Celestial King can use this action once per turn.

Heavenly Command: The Celestial King issues a divine command to one celestial or angelic being within its line of sight. The targeted celestial must succeed on a Wisdom saving throw (DC 22) or be compelled to follow the command issued by the Celestial King for 1 minute. The targeted celestial can repeat the saving throw at the end of each of its turns, ending the effect on a success. The command can be a specific action or a general directive.

Resplendent Presence: The Celestial King exudes an aura of divine authority and presence. All creatures within 60 feet must make a Wisdom saving throw (DC 18) or become charmed for 18seconds, viewing the Celestial King as a paragon of virtue. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. While charmed, creatures are incapacitated and ignore the presence of other threats.

Dimensional shatter: The Celestial King holds his hand and reflects the universe around all creatures like a mirror before shattering it dealing 2d10+10 radiant damage.

Celestial Smite: When the Celestial King scores a critical hit with a melee attack, it can expend an action to deal additional radiant damage equal to its strength modifier worth of d4 rolls. This radiant damage is devastating to evil-aligned creatures

Celestial Wrath (1/Day): The Celestial King calls upon the heavens to unleash a devastating barrage of radiant energy. It targets a 60-foot radius area within 300 feet. All creatures in that area must make a Dexterity saving throw (DC 16) or take 5d10 radiant damage on a failed save, or half as much on a successful one. Structures and objects in the area take double damage.

Bonus Actions

Angelic Flare: The Celestial King can release a burst of radiant energy as a bonus action. All creatures within a 30-foot radius of the Celestial King must make a Dexterity saving throw (DC 16) or take 4d10 radiant damage on a failed save, or half as much on a successful one. This ability can be used once per short rest.

Angelic Regeneration: At the start of each of its turns, the Celestial King regains hit points equal to 10% of its maximum hit points (50 hit points) as a testament to its divine nature. This regeneration cannot exceed its maximum hit points.

Reactions

Celestial Shield: When a ranged attack or spell targeting the Celestial King or an allied creature within 30 feet hits, the Celestial King can use its reaction to interpose its celestial shield. This grants the targeted creature a +5 bonus to AC against the attack or spell, potentially causing the attack to miss.

Celestial Ward (At Will): The Celestial King can cast "Celestial Ward" as a reaction when it or an allied creature within 60 feet is targeted by a spell. The targeted creature gains resistance to all damage from the triggering spell until the start of its next turn.

Legendary Actions

The Celestial King 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 Celestial King regains spent legendary actions at the start of its turn.

Banish (Costs 3 Actions): The Celestial King targets one creature it can see within 60 feet. The targeted creature must make a Charisma saving throw (DC 18) or be banished to another plane of existence. If the creature fails the save, it is banished for 1 minute. At the end of each of its turns, the banished creature can attempt a new Charisma saving throw, reappearing on a success.

Celestial Resurgence (Costs 2 Actions): The Celestial King regains hit points equal to its Intelligence modifier (a minimum of 1) plus 10% of its maximum hit points. This ability can be used once per round.

Wings of Protection (Costs 2 Actions): The Celestial King unfurls its majestic wings, creating a protective aura reducing damage by 25%. Until the start of its next turn.

Description

The celestial King is a towering, humanoid being with four arms and two sets of wings on its back. It has no face but a singular eye in the center of its head. Its very essence exudes power and Majesty and it glows with a radiant Orange all across its body.

Lair and Lair Actions

Sanctum of Celestial Balance is a 12th dimensional, geometrically impossible ethereal plane of existence outside of the boundaries of reality that radiates ancient and Celestial energy.

 

  • Heavenly Resonance: The sanctum resonates with celestial energy, granting all celestial creatures within the lair advantage on attack rolls and saving throws for 1 round.
  • Celestial Renewal: The sanctum bathes the area in radiant light, allowing all creatures, including enemies, to regain hit points equal to the Celestial King's Intelligence modifier (a minimum of 1) for 1 round. Undead and fiends take radiant damage instead.

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:

  • Radiant Aura: The celestial landscape around the sanctum glows with a soft, radiant light, extending for miles. This light has a calming effect on creatures and makes it difficult for evil-aligned beings to use deception or lie within its influence.
  • Celestial Intervention: The Celestial King can summon a celestial ally to aid in combat within the lair. This celestial ally takes the form of a powerful angelic being or celestial creature and fights alongside the Celestial King for 1 minute.

If the Celestial King dies, these effects fade over the course of 12 days.

Previous Versions

Name Date Modified Views Adds Version Actions
9/12/2023 1:52:10 AM
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Coming Soon
6/9/2024 5:09:16 AM
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Alterelf

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