Gargantuan Celestial, Lawful Evil
Armor Class 24 (Scarlet Guardian)
Hit Points 615 (30d20 + 300)
Speed 60 ft., Fly 120 ft., Swim 60 ft.
STR
12 (+1)
DEX
18 (+4)
CON
30 (+10)
INT
30 (+10)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws DEX +13, WIS +14, CHA +14
Skills Arcana +26
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 34
Languages All all
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If Aenar fails a saving throw, she can choose to succeed instead.

Scarlet Guardian. Aenar is followed by a giant red scarf that protects her from attacks and spells. She has advantage on all saving throws, and adds her intelligence to her armor class.

Starstruck Domain. While in the demiplane created by Assert Aspect, Aenar cannot be blinded or deafened, and can see and hear through physical barriers.

Burgeoning Life. At the start of Aenar's turn, any creature within 20 feet of her regains 20 hit points.

Godly Defiance. An effect that would prevent Aenar from taking actions cannot prevent her from taking Legendary Actions. Under such a condition, Legendary Actions cost an additional action.

Actions

Multiattack. Aenar makes one Wrap attack, two Starry Gaze attacks, and uses spellcasting, or Arcane Ignition if available.

Wrap. Melee Spell Attack: +19 to hit, reach 30 ft., one target. Hit: 23(2d12 + 10) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Aenar can have only one creature grappled this way at a time.

Starry Gaze. Melee or Ranged Spell Attack: +19 to hit, reach 15 ft., or range 60 ft., one target. Hit: 43 (6d10 + 10) force damage.

Arcane Ignition (Recharge 5–6). Aenar creates a rift that burns magical potential within 120 feet of her. The rift is a 20-foot-radius sphere. Each creature with a spellcasting feature in that area must make a DC 27 Charisma saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. Furthermore, on a failed save, the creature immediately uses its reaction to cast a spell of its choice that it can cast with a casting time of an action or a bonus action of first level or higher. If the spell requires concentration, the caster loses concentration on the spell immediately after casting it. If the effect of the spell would target or contact Aenar, she is unaffected, and instead immediately regains a use of one of her spells. Aenar also immediately learns the spell that has been cast this way, and can cast it once per long rest.

Innate Spellcasting. Aenar’s innate spellcasting ability is Intelligence (spell save DC 27). She can innately cast the following spells, requiring no material components:

At will: true resurrection

3/day each: steel wind strike, dispel magic (at 6th level), reverse gravity

1/day each: mass heal, time stop, meteor swarm

Assert Aspect (1/Day). Each creature within 500 feet of the Aenar enters her demiplane where she can use her lair actions. She chooses any location she knows, where the demiplane appears. She maintains the gravity of the region it was used in. The demiplane can be dispelled as an action or when Aenar dies outright, whereupon each creature in the demiplane appears harmlessly where they were before.

Bonus Actions

Unbound Aspect. Each creature of Aenar's choice within her demiplane must make a DC 27 Wisdom saving throw, becoming "shackled" on a failure until the end of its next turn. Shackled creatures are affected by various effects of lair effects. On a success, a creature is immune to this effect until the start of Aenar's next turn.

Star Step. Aenar teleports anywhere of her choice in her demiplane. Alternatively, she can swap positions with a creature that has been marked by Starborn Mark since the end of her last turn.

Reactions

Spellsunder. Aenar sings the song of magic to interrupt a creature she can see that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th level or higher, the caster makes a DC 27 saving throw using its spellcasting ability modifier.

Apotheosis Realized. When Aenar sees a creature cast a spell, she learns the spell, and can cast it once per long rest. She can then immediately cast that spell. If she doesn't immediately cast the spell, she doesn't expend her reaction.

Legendary Actions

Aenar can take a number of legendary actions equal to the number of player characters she's fighting against, 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. Aenar regains spent legendary actions at the start of her turn.

Attack. Aenar makes one Wrap or Star Gaze attack, and rolls to recharge any rechargeable features.

Relocate. Aenar uses the Disengage action and moves up to her speed.

Spawn Gods (Costs 2 Actions). Aenar conjures 1d6 God Spawn monsters within her demiplane.

Starborn Mark (Costs 2 Actions). Each creature Aenar can see (except herself) makes a DC 27 Charisma saving throw. On a failure, a creature rolls a d12. The creature has the symbol of the zodiac sign appears on its body, and has advantage on all saving throws and ability checks for two ability scores, and disadvantage for two others, as well as additional features. These effects last as long as the symbol is on its body. If a new symbol appears on the creature's body, the old symbol disappears. The advantage and disadvantage cannot be negated by any means.

  1. Aries: Advantage on Strength and Dexterity. Disadvantage on Intelligence and Wisdom. You gain an additional 10 feet of movement, but while in initiative, must use all of your movement to approach a creature you are hostile towards.
  2. Taurus: Advantage on Strength and Constitution. Disadvantage on Dexterity and Intelligence. You gain advantage on all attacks that use Strength, but when you make such an attack, all attacks against you have advantage until the end of your next turn.
  3. Gemini: Advantage on Intelligence and Wisdom. Disadvantage on Dexterity and Charisma. You can take an additional bonus action on each of your turns, and a second reaction each round, but a creature attacking you as part of its action can make on additional attack.
  4. Cancer: Advantage on Dexterity and Wisdom. Disadvantage on Constitution and Intelligence. You have advantage on your ability checks to grapple creatures, and can grapple creatures of any size, but you have disadvantage to escape grapples and vulnerability to bludgeoning damage.
  5. Leo: Advantage on Constitution and Charisma. Disadvantage on Intelligence and Wisdom. When you use a limited resource that recharges on a short or long rest, you can roll a d6 and if you get a 6, the resource isn't expended, but you can't gain advantage for attack rolls while you are within 15 feet of a creature that you are not hostile toward.
  6. Virgo: Advantage on Wisdom and Charisma. Disadvantage on Strength and Dexterity. A creature attacking you or targeting you (and only you) with a spell or effect must make a DC 17 Wisdom saving throw, or try to target someone else, but you must make a DC 17 Wisdom saving throw at the start of your turn or become slowed as described in the slow spell until the end of your turn.
  7. Libra: Advantage on Intelligence and Wisdom. Disadvantage on Strength and Dexterity. You can impose advantage or disadvantage on a roll as a reaction, but you have disadvantage for a number of subsequent d20 rolls you make as part of an action, bonus action, or reaction. Advantage and disadvantage granted this way cannot be negated.
  8. Scorpio: Advantage on Dexterity and Intelligence. Disadvantage on Strength and Constitution. You gain immunity to poison damage, and you do an additional 2d6 poison damage on attacks that deal piercing or slashing damage, but you gain vulnerability to bludgeoning damage.
  9. Sagittarius: Advantage on Dexterity and Charisma. Disadvantage on Intelligence and Wisdom. Your reach for your melee attacks increases by 10 feet, and your short and long range for your ranged attacks are doubled, but any melee attack against you has advantage.
  10. Capricorn: Advantage on Constitution and Intelligence. Disadvantage on Dexterity and Wisdom. You regain an additional amount of hit points equal to your level whenever you regain hit points, but your movement speed is reduced by 10 feet.
  11. Aquarius: Advantage on Intelligence and Wisdom. Disadvantage on Constitution and Charisma. You can grapple creatures of any size, and have a +10 to your Dexterity acrobatics checks, but you can't dash or teleport.
  12. Pisces: Advantage on Strength and Dexterity. Disadvantage on Wisdom and Charisma. You gain a flying speed equal to twice your movement speed, but if your head isn't submerged in water at the end of your turn, you must make a DC 15 Constitution saving throw or gain a level of exhaustion.

Spellcasting (Costs 2 Actions). Aenar uses Spellcasting, and then uses Star Step or Unbound Aspect.

Realized Potential (Costs 2 Actions). Aenar uses Arcane Ignition if available.

Aenar's Aspect (Costs 3 Actions). Aenar uses Assert Aspect.

Description

Aenar's final form stands at 190 cm tall, and is constantly surrounded by an enormous magical barrier that protects her human body from damage. Life around her flourishes with potential. Having left behind her godhood, she has unlocked her potential to grow, and freed herself from her mandate to cultivate and destroy life on Plateau.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Aenar can take one of the following lair actions; the effect ends for a creature when it is no longer shackled; she can’t take the same lair action two rounds in a row:

Bound by Duty. Shackled creatures must make a DC 27 Wisdom saving throw. On a failure, a creature cannot willingly move further away from Aenar.

Bound by Chains. Shackled creatures must make a DC 27 Strength saving throw. On a failure, a creature becomes restrained, and becomes surrounded by a spherical wall of force.

Bound by Fate. Shackled creatures must make a DC 27 Charisma saving throw. On a failure, a creature becomes slowed, as if under the effect of a slow spell.

Guardian Spirits. Aenar casts mirror image and spirit guardians at 5th level. Shackled creatures have disadvantage on their saving throws against this casting of spirit guardians.

All Encompassing Love. Shackled creatures must make a DC 27 Constitution saving throw. On a failure, a creature cannot regain hit points except through Aenar's Burgeoning Life feature. This effect can be removed through the use of greater restoration or similar abilities.

Legends of the Future (1/long rest). Aenar creates a unique, named celestial, fiend, or dragon of CR 20 or lower. This creature appears anywhere within the lair, and acts immediately after the lair action takes place. Aenar concentrates to maintain this creature, and the creature disappears if she loses concentration.

Legends of the Present (1/long rest). Shackled creatures must make a DC 27 Charisma saving throw. On a failure, Aenar immediately creates a simulacrum of the creature under her command, following the guidelines of the spell. Each simulacrum acts immediately after the lair action. Aenar concentrates to maintain these creatures, and the creatures disappear if she loses concentration.

Legends of the Past (1/long rest). Aenar conjures a simulacrum of one of the following three creatures: "Ydran, the Fallen Sword", "Tepin, the Faithful Craftsman", or "Yanzu, the Kindly Merchant". The simulacrum follows the guidelines of the spell. This creature appears anywhere within the lair, and acts immediately after the lair action takes place. Aenar concentrates to maintain this creature, and the creature disappears if she loses concentration.

Sketching101

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