Gargantuan Celestial, Typically Neutral
Armor Class 18 (natural armor)
Hit Points 425 (23d20 + 184)
Speed 30 ft., Fly 120 ft.
STR
28 (+9)
DEX
20 (+5)
CON
26 (+8)
INT
17 (+3)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +12, CON +15, WIS +11, CHA +10
Skills Perception +18, Stealth +17
Damage Immunities Radiant
Condition Immunities Blinded
Senses Darkvision 240 ft., Passive Perception 28
Languages Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Flyby. The Bat doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

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

Evasion. If the bat succeeds on a dexterity saving throw it takes no damage. If it fails it takes half damage instead of full.

One With the Night. When in dim light or darkness, or when flying in Wildspace or the Astral Sea, the bat is considered heavily obscured for the purposes of taking the hide action.

Unusual Nature. The bat doesn’t require air.

Actions

Multiattack. The Bat makes one Bite attack and one Claw attack.

Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) piercing damage plus 10 (3d6) radiant damage.

Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) slashing damage plus 10 (3d6) radiant damage.

Wing. Melee Weapon Attack: +16 to hit, reach 20 ft., all creatures within range. Hit: 13 (1d8 + 9) bludgeoning damage. Each creature must make a DC 23 Strength saving throw or be knocked prone and pushed away 10 ft. the Bat can then fly up to half its movement speed

Nebula Breath (Recharge 5–6). The Bat exhales a flashing mote of radiant energy that travels to a point the Bat can see within 240 feet of itself, all creatures in a 40-foot-radius sphere centered on that point must make a DC 23 Constitution saving throw, or be pulled 20 feet towards the center and take 33 (6d10) thunder damage and 33 (6d10) radiant damage on a failed save,on a successful save you are not moved and take half damage.

Legendary Actions

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

Wing Attack. The dragon makes one Wing attack.

Astral Appearance. The bat takes the hide action.

Supernova (Costs 2 Actions). The bat emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
11/5/2024 10:39:11 PM
6
1
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Coming Soon
19HitstheDragon

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