Gargantuan Celestial (Titan), Chaotic Neutral
Armor Class 15 Natural Armor
Hit Points 230 (16d20 + 64)
Speed 80 ft., Fly 160 ft.
STR
29 (+9)
DEX
10 (+0)
CON
19 (+4)
INT
14 (+2)
WIS
11 (+0)
CHA
24 (+7)
Saving Throws STR +15, CON +10, INT +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Stunned
Senses Passive Perception 14
Languages all, telepathy 1 mile
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Godlike Nature. Askaer does not require food, water, or sleep.

Regeneration. Askaer regains 5 hit points at the start of his turn if he had not taken fire, acid, necrotic, or radiant damage since the end of his last turn. He only dies if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Askaer makes 3 greatsword attacks. The first one that hits does an extra 19 (3d12) force damage.

Greatsword. Melee weapon attack, +15 to hit, reach 20 ft., one target. Hit: 16 (2d6 + 9) force damage and the target must succeed on a DC 21 constituion saving throw or be frightened of Askaer for one minuet. While frightened this way, the target takes 3 (1d6) necrotic damage at the start of each of their turns. They can retry the saving throw at the start of each of their turns, ending the effect on a success.

Intimidating Kill. Askaer targets one creature he can see within 120 ft. of him that has 0 hit points. That target must succeed on a DC 8 constitution saving throw or die. Every time Askaer kills a target with this effect, he regains hit points equal to their hit dice.

Bonus Actions

Dash. Askaer uses the dash action.

Legendary Actions

Askaer has 3 legendary actions he can use at the end of another creature’s turn. He regains all spent actions at the start of his turn.

Greatsword Blow (Costs 1 Action.) Askaer makes a greatsword attack with disadvantage.

Greator Greatsword Blow (Costs 2 Actions.) Askaer makes a greatsword attack with advantage.

Ultimate Greatsword Blow (Costs 3 Actions.) Askaer makes a greatsword attack. If his attack roll was a 10 or higher, it counts as a critical hit.

Mythic Actions

Askaer can use mythic actions if he was killed within the last hour. Otherwise, these functions work like legendary actions.

Mythical Aura (Costs 1 Action). Necrotic channeling waves within 10 ft. of Askaer. To use this, he must have less than 200 hit points, but every creature 8n that aura takes [roll]3d6[/roll] necrotic damage.

Healing Aura (Costs 2 Actions.) Radiant channeling waves within 20 ft. of Askaer. Every hostile creature in that area takes [roll]2d8[/roll] necrotic damage, but every non-hostile creature in that area regains 10 hit points.

Eye of the Gods (Costs 3 Actions.) One creature that Askaer can see must succeed on a DC 21 wisdom saving throw or take 42 (12d6) necrotic damage. The target has advantage on that saving throw if it is not looking at Askaer.

Description

Askaer, the god of Limbo, stands 60 ft. tall, with a long greatsword half his size. He is so unknown, but that is what haunts him. At one point in time, he was so outraged so he struck his entire beautiful world of Limbo (this world had started as forgiving and loving as elves’ best work) with his greatsword, corrupting it into what it is called now, the everchanging chaos. 

Cults of Askaer get the regeneration feature he has. Their strength and charisma increase by 4, but their wisdom score decreases by 6.

Lair and Lair Actions

Askaer has a lair, but the power in it is not major enough to have lair actions.

Previous Versions

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