Huge Celestial (Angel, Titan), Lawful Good
Armor Class 26 Natural Armor
Hit Points 1276 (75d12 + 750)
Speed 100 ft., Fly 300 ft.
STR
27 (+8)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +17, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Arcana +21, Deception +21, History +21, Insight +31, Intimidation +21, Investigation +21, Perception +31, Performance +21, Persuasion +30, Religion +21
Damage Resistances Acid, Force, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 480 Feet, Passive Perception 46
Languages All, Telepathy 480 Feet
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Beyond Powerful. Corellon, the Twinned Father, is a supreme Deity, and is the combined form of Lashrael, the Joyful Day, and Felarathael, the Calm Night. Due to this awesome power, Corellon's stats go beyond 30, leading to them being the following.
Strength: 27 (+8) [Save: +17]
Dexterity: 34 (+12) [Save: +21]
Constitution: 30 (+10) [Save: +19]
Intelligence: 34 (+12) [Save: +21]
Wisdom: 36 (+13) [Save: +22]
Charisma: 34 (+12) [Save: +21]

Legendary Resistance (4/Day). If Corellon fails a saving throw, he can choose to succeed instead.

Twilight Weapons. Corellon's weapon attacks are treated as +3 magical weapons (included in the attack). When Corellon hits with any weapon, the weapon deals an extra 2d10 Cold and 2d10 Fire and 4d10 Necrotic and 4d10 Radiant damage (included in the attack).

Divine Awareness. Corellon knows when he hears a lie.

Limited Magic Immunity. Corellon can't be affected or detected by spells of 3rd level or lower, unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

Illusion Immunity. Correlon is immune to all spells under the Illusion School of Magic.

Lunar Absorption. Whenever Corellon is subjected to cold and necrotic damage, he takes no damage and instead regains a number of hit points equal to the cold and necrotic damage dealt.

Solar Absorption. Whenever Corellon is subjected to fire and radiant damage, he takes no damage and instead regains a number of hit points equal to the fire and radiant damage dealt.

All Knowing. Corellon has the Alert Feat, gaining a +5 to Initiative and Immunity to the Surprised Condition. In addition, he has advantage on Initiative.

Observent. Corellon has the Observant Feat.

Elven Accuracy. As the Patron Deity of Elves, Corellon has the Elven Accuracy Feat. Whenever he has advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, he can reroll one of the dice once. 

Regeneration. Corellon regains 30 hit points at the start of each of his turns.

Limited Magical Defenses. Corellon resists magical bludgeoning, piercing, and slashing damage, however this is ignored if it is a +2 Magical Weapon or above.

Divine Resistance. Corellon can spend a legendary action to gain advantage on saving throws against spells and effect that cause the following conditions: restrained and stunned.

Talisman of Pure Good. Corellon is attuned and has equipped the Talisman of Pure Good, gaining a +2 to Spell Attack Rolls (already included).
It has 7 charges, and Corellon can use an action to expend 1 charge from it and choose one creature he can see on the ground within 120 feet of him. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When Corellon expends the last charge, the talisman disperses into motes of golden light and is destroyed.

Wand of Sun and Moon. This is an Artifact Magic Item of immense power. This Wand counts as a Staff of Power, Staff of the Magi, and a Staff of Frost all in one, and with unlimited Charges. It is merely a simple +3 Spellcasting Focus for anyone but Corellon. Corellon using Wisdom to cast spells, giving him a spell DC of 30, and a Spell Attack of +26. The following effects are given because of this Wand:

  • Improved AC. While wielded, Corellon gains a +2 bonus to Armor Class, already included.
  • Improved Spells. While wielded, Corellon gains a +4 bonus to Saving Throws, and Spell Attack rolls, already included.
  • Spell Absorption. While holding the staff, Corellon has advantage on saving throws against spells. In addition, he can use his  reaction when another creature casts a spell that targets only him. If he does, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. This can be done until the amount of spells charges equals 50, and then the effect can not be used again until the next Dawn.
  • Spells. While holding this staff, Corellon can use an action to cast a spell out of the Wand of Sun and Moon, using his spell save DC and spell attack bonus:
    Arcane Lock, Cone of Cold, Conjure Elemental, Detect Magic, Dispel Magic, Enlarge/Reduce, Fire Ball (7th Level), Flaming Sphere, Fog Cloud, Globe of Invulnerability, Hold Monster, Ice Storm, Invisibility, Knock, Levitate, Light, Lightning Bolt (7th Level), Mage Hand, Magic Missile, Passwall, Plane Shift, Protection from Evil and Good, Ray of Enfeeblement, Telekinesis, Wall of Fire, Wall of Force, Wall of Ice, or Web

Innate Spellcasting. Corellon's spellcasting ability is Wisdom (spell save DC 30). He can innately cast the following spells, requiring no material components:
At Will: Bless,  Fire Storm, Greater Restoration, Hallow, Moonbeam, Pass Without Trace, Sunbeam, Water Breathing, Water Walk
3/Day each: Blade Barrier, Destructive Wave, Dispel Evil and Good, Resurrection
1/Day each: Commune, Control Weather, Dispel Evil and Good, Divine Word, Earthquake, Fire Storm, Flame Strike (9th Level), Plane Shift (Self Only), Shapechange

Actions

Multiattack. Corellon makes two Sahandrian attacks and casts Moonbeam and Sunbeam. He then casts one spell from his Wand of Sun and Moon.
He can substitute the Sahandrian attack with the Amlath'hana.

Sahandrian. Melee Weapon Attack: +24 to hit, reach 10 ft., 1 target. Hit: 42 (6d8 + 15) [Slashing] damage plus 11 (2d10) [Cold] damage plus 11 (2d10) [Fire] damage plus 22 (4d10) [Necrotic] damage plus 22 (4d10) [Radiant] damage.
This weapon critically hits on 19s - 20s.

Amlath'hana. Ranged Weapon Attack: automatic hit, range 250/1000 miles, 1 target. Hit: 24 (2d8 + 15) [Piercing] damage plus 11 (2d10) [Cold] damage plus 11 (2d10) [Fire] damage plus 22 (4d10) [Necrotic] damage plus 22 (4d10) [Radiant] damage.
If the target is a creature that has 110 hit points or fewer, it must succeed on a DC 17 Constitution saving throw or die.

Flying Sword. Corellon releases Sahandrian to hover magically in an unoccupied space within 5 feet of him. If Corellon can see the sword, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the his hands. If the hovering sword is targeted by any effect, Corellon is considered to be holding it. The hovering sword falls if Corellon dies.

Bonus Actions

Healing Touch (4/Day). Corellon touches another creature. The target magically regains 99 (16d10+12) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Corellon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Corellon regains spent legendary actions at the start of his turn.

Teleport (Costs 1 Actions). Corellon magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Strike (Costs 2 Actions). Corellon makes two Sahandrian attacks or one Amlath'hana attacks.

Cosmic Gaze (Costs 2 Actions). Corellon targets one creature it can see within 50 feet of it. It creatures a 50 ft. cone, with each creature in it having to make a DC 25 Con save, or be effected with Cosmic Sickness. This can only be cured by the spell Greater Restoration or higher.
Cosmic Sickness - The creature is sickly from an alien origin. Each turn they are effected by it, the target must make a DC 20 save or fall unconscious.

Cosmic Burst (Costs 3 Actions). Corellon emits magical, divine energy. Each creature of his choice in a 40-foot radius must make a DC 26 Dexterity saving throw, taking 27 (5d10) [Fire] damage, 27 (5d10) [Cold] damage, 27 (5d10) [Radiant] damage, and 27 (5d10) [Necrotic] damage on a failed save, or half as much on a successful one.

Description

Corellon is the Creator of the Elves and the Protector. He is a Chaotic Good Deity in most D&D settings, and is the Patron of Elves.

In my Level 30 heavily homebrewed D&D campaign, Corellon is The Twinned Father, the fused version of the Two Solars Felarathael, the Calm Night, and Lashrael, the Joyful Day. Thus, making Corellon, the Twinned Father, the Patron God of the Sun and the Moon.

Lair and Lair Actions

Corellon's domain is located on Mount Celestia, at the very of the mountain itself, thus, very few can ever reach him.

Lair Actions

On initiative count 25 (losing initiative ties), Corellon takes a lair action to cause one of the following effects; Corellon can’t use the same effect two rounds in a row:

  • Call of Despair. Corellon begins casting a spell at 10th level. This can be counterspelled. When activated, each creature in a 60 ft. radius must make a DC 30 Wisdom save. On a fail, the target is given the effect Despair. This ends if they pass the save, or someone else uses their action to end the effect for the target.
    Despair - The target no longer feels anything as they succumb to grief. Each turn, the target's Wisdom Score is reduced by 4. The target is also unable to make any action on their turn besides remaking the save. The target dies if this reduces its Wisdom to 0. The reduction ends when the target passes the save.
  • Split Destiny. Corellon, the Twinned Father, splits into the two Solars, Felarathael, the Calm Night, and Lashrael, the Joyful Day, until the next lair action.
  • Quasar. Corellon unleashes the power of the Cosmos. He uses Moonfall and Nova at the same time.
    • Moonfall. Corellon uses the power of the moon to cast out a magical effect. He creates 7 10 feet radius sphere's, as they descend to the ground, in the shape of a Crescent Moon. Any creature inside one of the Spheres must roll a DC 30 Dexterity saving throw, or take 25 [Cold] damage, and 25 [Necrotic] damage. On a success, a target takes no damage.
    • Nova. Corellon uses the power of the sun to cast out a magical effect. He creates a massive 55 feet radius cylinder (100 feet tall) in the middle of the battle arena. Any creature inside the cylinder must roll a DC 30 Dexterity saving throw, or take 50 [Fire] damage, and 50 [Radiant] damage. On a success, a target takes no damage.

 

Monster Tags: Angel

The_Great_Amalgam

Comments

Posts Quoted:
Reply
Clear All Quotes