Gargantuan Celestial (Controller), Lawful Neutral
Armor Class 30
Hit Points 1000 (50d20 + 500)
Speed 100 ft., Walk 100 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Damage Immunities Acid, Bludgeoning, Cold, Fire, Force, Necrotic, Poison, Psychic, Radiant
Senses Truesight 300ft, Passive Perception 30
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Magic Resistance. The Astral Convergence has advantage on saving throws against spells and other magical effects.

Mythic Presence. Creatures within 300 feet of the Astral Convergence have disadvantage on saving throws against spells and other magical effects.

Immutable Form. The Astral Convergence is immune to any spell or effect that would alter its form.

Universal Knowledge. The Astral Convergence knows all there is to know within the cosmos and beyond, including secrets hidden by gods and elder beings.

Divine Aura. The Astral Convergence's presence bends reality. It can reshape the environment around it, altering terrain, weather, and the fabric of reality itself.

Actions

Multiattack. The Astral Convergence can use its Cosmic Blast three times.

Cosmic Blast. Ranged Spell Attack: +30 to hit, range 600 ft., one target. Hit: 140 (20d10 + 40) force damage.

Reality Sunder. The Astral Convergence tears open rifts in reality. Each creature within a 100-foot cone originating from the Astral Convergence must make a DC 30 Dexterity saving throw, taking 180 (30d10 + 30) force damage on a failed save, or half as much damage on a successful one.

Time Mastery (Recharge 5-6). The Astral Convergence alters time itself. It can take an additional turn immediately after its current turn ends.

Bonus Actions

Cosmic Shift (3/Day). As a bonus action, the Astral Convergence shifts its position within the cosmos, teleporting up to 300 feet to a location it can see within range.

Reactions

Cosmic Reflection. When the Astral Convergence is targeted by a spell that requires a ranged spell attack or that forces it to make a Dexterity saving throw, it can use its reaction to redirect the spell's energy back at the caster. The caster must make a DC 30 Dexterity saving throw. On a failed save, the spell's effect is reflected back upon the caster as if they were the target. If the spell can target multiple creatures, the Astral Convergence can choose one creature affected by the spell to redirect its effect.

Legendary Actions

The Astral Convergence can take 5 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 Astral Convergence regains spent legendary actions at the start of its turn.

  • Cosmic Shift. The Astral Convergence moves up to its speed without provoking opportunity attacks.

  • Temporal Warp (Costs 2 Actions). The Astral Convergence targets one creature it can see within 300 feet of it. The target must succeed on a DC 30 Wisdom saving throw or be banished to a demiplane for 1 minute. While banished, the target is incapacitated and unaware of its surroundings.

  • Ethereal Presence (Costs 3 Actions). The Astral Convergence shifts partially into the Ethereal Plane until the start of its next turn. While in this state, it can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

  • Legendary Resistance (5/Day). If the Astral Convergence fails a saving throw, it can choose to succeed instead.
Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Astral Convergence is a primordial embodiment of cosmic power, existing beyond mortal comprehension and spanning the vast reaches of the multiverse. It appears as a colossal figure of radiant energy and celestial matter, surrounded by swirling galaxies and constellations that shift and change with its thoughts.

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.

Monster Tags: Angelhumanoid

945rip

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