Large Celestial, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 75 (10d10 + 5)
Speed 50 ft., Fly 50 ft., Swim 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
20 (+5)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws STR +8, INT +9, WIS +8, CHA +11
Skills Insight +13, Persuasion +15
Damage Resistances Radiant
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 16
Languages All
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The Arbiter’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: greater restoration, pass without trace, water breathing, water walk

1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)

Legendary Resistance (3/Day). If the Arbiter fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The Arbiter's weapon attacks are magical.

Divine Presence: The Arbiter of Fate emits an aura that commands respect. Creatures within 30 feet must succeed on a DC 17 or be charmed for 1 minute. A charmed creature regards the Arbiter as a trusted ally and cannot attack it.

 

Actions

Cosmic Staff. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) radiant damage.

Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (Arbiter'’s choice): acid, cold, fire, force, lightning, radiant, or thunder.

Fate's Reckoning: The Arbiter calls forth the threads of fate to inflict retribution. Each creature of its choice within a 30-foot radius must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) force damage and is blinded until the end of its next turn. On a successful save, it takes half damage and is not blinded.

Reactions

Fate Manipulation: The Arbiter can use its reaction to force a creature within 60 feet that it can see to reroll a saving throw or attack roll, taking the second result regardless of whether it's better or worse.

Legendary Actions

The Arbiter 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. The Arbiter regains spent legendary actions at the start of its turn.

Attack. The Arbiter makes one attack.

Shadow of Despair (Costs 2 Actions). The Arbiter conjures shadows that wrap around a creature of its choice within 30 feet. The target must succeed on a DC 16 or be blinded until the end of its next turn..

Reap the Weary (Costs 3 Actions). The Arbiter unleashes a wave of negative energy in a 15-foot cone. Each creature in that area must make a DC 18. On a failed save, a creature takes 4d10 necrotic damage and is incapacitated until the end of its next turn. On a successful save, it takes half damage and is not incapacitated.

Description

The Arbiter of Fate is a magnificent yet ominous figure, cloaked in flowing robes that shimmer with cosmic energy. Its face is obscured by a radiant mask, reflecting the light of distant stars and galaxies. The Arbiter carries a staff adorned with shifting symbols of fate and destiny, each pulsating with a mysterious power. Ethereal wings, shimmering like galaxies, extend from its back, granting an aura of divine authority and otherworldly terror. This being embodies the weight of choices and consequences, wielding its power to manipulate the very fabric of reality.

aruimveld84

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