Large Celestial, Lawful Evil
Armor Class 23 +3 Mithril Plate
Hit Points 464 (32d10 + 288)
Speed 60 ft., Fly 180 ft.
STR
30 (+10)
DEX
26 (+8)
CON
28 (+9)
INT
25 (+7)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws DEX +16, CON +17, WIS +16
Damage Resistances Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Cold
Condition Immunities Charmed, Exhaustion, Frightened, Petrified
Senses Darkvision, Truesight, Passive Perception 26
Languages Abyssal, All The DM may chose which languages Aginor may speak, however the other three are recommened., Celestial, Common
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Aura of DespairAginor radiates a malign aura in a 10’ radius that causes enemies to take a –2 penalty on saves. 

Devil's Sight. Magical darkness doesn't impede Aginor's darkvision.

Legendary Resistance (3/Day). If Aginor fails a saving throw, she can choose to succeed instead.

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

Regeneration. Aginor regains 15 hit points at the start of his turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.

Innate Spellcasting. Aginor's innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: dispel magic, detect evil and good, bestow curse, invisibility (self only), blight   3/day each: blade barrier, dispel evil and good, earthquake, harm, resurrection             1/day each: Imprisonment, power word stun, greater restoration, weird

 

(Use at your own risk) Spellcasting. The Nightmare Lord is a 18th-level spellcaster. Its spellcasting ability is charisma (spell save DC 26, +18 to hit with spell attacks). He casts these spells innately not requiring material components. Aginor has the following Cleric spells prepared:

Cantrips (at will):Guidance, Light, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy                                                                                                                                     1st level (4 slots): Bane, Command, Guiding Bolt, Cure Wounds, Inflict Wounds, Shield of Faith                                                                                                                                                   2nd Level (3 slots): Aid, Hold Person, Lesser Restoration, Silence, Warding Bond              3rd level (3 slots): Dispel Magic, Mass Healing Word, Protection from Energy, Remove Curse Revivify, Spirit Guardians                                                                                                     4th level (3 slots): Death Ward, Freedom of Movement, Locate Creature                             5th level (2 slots): Commune, Flame Strike, Greater Restoration, Mass Cure Wounds        6th level (2 slots): Blade Barrier, Harm, Heal, True Seeing                                                         7th level (1 slot): Etherealness, Fire Storm, Regenerate, Resurrection,                                  8th level (1 slot): Antimagic Field, Earthquake, UnHoly Aura                                                    9th level (1 slot): Astral Projection, Gate, True Resurrection, Storm of Vengeance

Actions

Multiattack. Aginor makes 3 attacks with Exitium (using unholy smite if available).

Exitium. Melee Weapon Attack: +21 to hit, reach 10 ft., 1 target. Hit: 27 (4d6 + 13) slashing damage plus. Hit points lost to this weapon can only be regained through a long or short rest, not by magic, regeneration or any other means. When a target is hit it is afflicted by wounding , at the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 22 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 22 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Unholy Smite (Recharge 5-6). Using Exitium or some other weapon Aginor smites a creature, this action fails if the creature has an evil alignment. When Aginor smites a creature he make a melee weapon attack against the creature. This attack does an extra 50 (10d8) necrotic damage and on failed DC 24 constitution saving throw the target is also stunned for one minute. The target may make the saving throw at the end of each of its turns to cure the stunned conditions.

Bonus Actions

Protective Aura. Aginor can exude a protective aura against good creatures. Against attacks and spells made by such creatures enemies have a +4 to AC and saving throws to anyone within 20' of Aginor. Otherwise it functions as Magic Circle against good creatures rather than a type of creature and Globe of Invulnerability both of these have a range of 20'. This aura can be dispelled but Aginor may recast it again as a bonus action on his next turn. 

Reactions

Aginor can make 2 reactions per round but only 1 per turn.

Devastating Ripost (Recharge 4-6). When an attack is made or spell is cast against Aginor, he can attempt to counteract it. Against melee attacks Aginor attempts a parry to the attack, Aginor must make a strength check (DC 10 + the attackers proficiency and strength bonus), on a succes the attack fails and Aginor may make an attack against the attacker.

If Aginor is the target of a spell he may attempt to counterspell it as well. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Aginor makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) psychic damage if the spell fails.

Legendary Actions

The Nightmare Lord 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. Aginor regains spent legendary actions at the start of his turn.

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

Crippling Gaze (Costs 2 Actions). The Nightmare Lord targets one creature it can see within 30 feet of it. If the target can see it, it falla prone and is afflicted by wounding. When a target is hit it is afflicted by wounding , at the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 22 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 22 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

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

An overwhelming aura of evil immediately brings your attention to the angelic man before you. Tall and powerfully built he wears bloodstained ornate full plate from which black-feathered wings spread. He confidently wields a large serrated greatsword with amazing speed and strength. He has long pale blond hair and cold hateful blue eyes that seem to see right into your soul.

 

 

 

(For DM only) I was unsure where to put this but Aginor may also hold these magic items: Exitium +3 silver wounding greatsword, +3 mithril plate, belt of cloud giant strength, +3 amulet of health, and a +2 ring of protection. (Stat buffs have already been taken into account).

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.

Aura of Evil. Aginor also radiates an aura of evil, that puts creatures on edge, this aura extends 120 feet from Aginor and  any creature within this aura must also make a DC 22 wisdom saving throw or be frightened until they leave the aura or until the aura dissipates after Aginor is slain. Creatures may try the saving throw again at the end of their turns. A creature that has already been affected or succeeds the saving throw cannot be frightened until the next day. This aura last 1d6 after Aginor is slain.

Monster Tags: Angel

Chasethegreat675

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