Large Celestial (Angel), Lawful Evil
Armor Class 20 (natural armor)
Hit Points 225 (15d10 + 75)
Speed 50 ft.
STR
24 (+7)
DEX
20 (+5)
CON
20 (+5)
INT
17 (+3)
WIS
22 (+6)
CHA
24 (+7)
Saving Throws STR +12, CON +10, WIS +11, CHA +12
Skills Arcana +10, Deception +12, History +10, Insight +12, Intimidation +12, Perception +12, Persuasion +12, Religion +15
Damage Resistances Cold, Fire, Lightning, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 22
Languages All, Telepathy 300 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Aura of False Divinity. A creature that starts its turn within 30 feet of Xaroman must make a DC 20 Wisdom saving throw, provided Xaroman isn’t incapacitated. On a failed save, the creature is charmed by the radiant idol. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol’s Aura of False Divinity for 24 hours.

Legendary Warcaster. Xaroman has advantage on Concentration checks made to maintain concentration on his spells and may cast spells with somatic components even while both of his hands are occupied. Additionally, any time he takes the attack action or could make an attack of opportunity, he may cast a spell with a casting time of one action, bonus action, or reaction which targets only one creature in place of one of the attacks he could make.

Legendary Resistance (3/Day). Any time Xaroman fails a saving throw, he may instead succeed that save. Once he has done so 3 times, he cannot do so again until the next dawn.

Legendary Strike (3/Day). Any time Xaroman fails an attack or spell attack roll, he may choose to instead succeed the attack roll. This attack roll cannot score a critical hit. Once he has done so 3 times, he cannot do so again until the next dawn.

False Divinity's Senses. Xaroman is continuously under the effects of the detect evil and good and detect magic spells. Entering or beginning  his turn in an area affected by antimagic field or a similar effect, or being targeted by dispel magic disables this trait until the next turn Xaroman starts outside of such an effect, or until the start of his next turn.

Innate Spellcasting. Xaroman’s spellcasting ability is Charisma (Spell Attack: +12 to hit, spell save DC 20). Xaroman can innately cast the following spells as a 13th level spellcaster, requiring no material components:

At will (cast at 3rd level if applicable): aid, burning hands, charm person, cure wounds, detect evil and good, disguise self, divine smite, guiding bolt, levitate, light, sacred flame, spare the dying, thaumaturgy, zone of truth

5/day each (cast at 3rd level): bane, bless, infestation, searing smite, raise dead, scorching ray, suggestion

3/day each (cast at 5th level): banishing smite, flame strike, mass cure wounds, revivify

1/day each (cast at 7th level): commune, dominate person, insect plague, mass suggestion

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

Actions

Multiattack. Xaroman makes three melee attacks or three Radiant Blast attacks. Xaroman may replace one of these attacks with a single target spell with a casting time of one action, bonus action, or reaction that he knows.

Xaroman's Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 20 (3d10+5) radiant damage. Any creature struck by this attack must succeed a DC15 Constitution saving throw or be blinded until the end of their next turn.

Radiant Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 17 (3d6 + 7) radiant damage. Any creature struck by this attack must succeed a DC20 Constitution saving throw or be blinded until the end of their next turn.

Radiant Strike (1/Day). The radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol’s next turn. Each creature in the cylinder when it appears or that ends its turn there must make a DC 20 Constitution saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.

Reactions

Retaliatory Strike. As a reaction to being targeted by an attack from a creature Xaroman can see, he may make one melee attack or radiant blast attack against that creature.

Divine Barrier (Recharge 1 Round). As a reaction to being targeted by an attack or spell attack, Xaroman may erect a divine barrier which grants him +5 to his armor class and immunity to magic missiles until the start of his next turn. After using this ability, he cannot use this reaction again until the start of the turn following his next turn.

Legendary Actions

Xaroman has 3 legendary actions which he may use after any other creature ends its initiative, and that he regains at the start of each of his turns.

Attack. As a legendary action, Xaroman may make one melee attack or one radiant blast attack against a creature he can see.

Cast Spell. As a legendary action, Xaroman may cast one spell with a casting time of 1 action, bonus action, or reaction.

Mythic Actions

When Xaroman drops below 100 hit points, his mythic combat stage begins, causing him to instantly raise back to full health, and he retains his Mythic Combat form for 1 minute or until he is slain. After this minute has passed, Xaroman cannot reenter his mythic combat stage until the next dawn.

While in his mythic combat stage, Xaroman is constantly under the effects of his Divine Barrier, and can no longer use it as a reaction.

While in his Mythic Combat stage, Xaroman adds his Charisma Modifier to all spell damage he inflicts, and increases his spell save DC to 25.

Description

A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers.

Fallen Angels. The insatiable hunger to be adored can transform a fallen angel, physically and mentally. In its true form, a radiant idol appears to be a warped angel. It might have bloody stumps in place of its wings, or its wings could be weighted down with chains representing its pride. A radiant idol uses disguise self to hide its corruption, presenting an image of celestial glory.

The Weight of Corruption. When a radiant idol achieves a sizable following through silvered words and demonstrations of power, its facade begins to crack, and a downward spiral ensues. As the radiant idol sinks deeper into the realm of material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom.

Immortal Nature. A radiant idol doesn’t require food, drink, or sleep.

Lair and Lair Actions

Xaroman's lair is his grand cathedral in Droaam. An ancient cathedral restored to glory by his magics, this temple is a manifestation of his power and a point through which he channels the will of the Cult of the Mortal Coil. Xaroman's lair has 2 lair actions which it enacts on Xaroman's Initiative each turn. It may perform the following lair actions:

Blood of the Faithful. One faithful of Xaroman is instantly reduced to 0 hit points, and their essence is directed as a blast of damaging radiant energy at one creature within the cathedral. The creature targeted by this blast must make a Dexterity Saving Throw, taking radiant damage equal to the sacrificed faithful's maximum hit point value on a failed save or half as much on a successful one.

Bolts of Radiance. The Cathedral of the Mortal Coil's ceiling lights up with the arrows of the divines, unleashing a shower of radiant bolts on all those who oppose the faithful. It makes one radiant bolt attack against each creature hostile to Xaroman (Spell Attack: +12 to hit), inflicting 10 (2d6 + 3) radiant damage to each creature hit.

Boon of the Faithful. Each faithful of the mortal coil other than Xaroman within the Cathedral of the Mortal Coil gains advantage on the next attack, check, or save they make.

Heal the Faithful. Each faithful of the mortal coil other than Xaroman within the Cathedral of the Mortal Coil regains 15 hit points.

Resurrect Faithful. The Cathedral of the Mortal Coil channels its divine power to resurrect Xaroman's faithful within its walls. Up to 5 of Xaroman's Faithful (Infernal Cultists) are resurrected with half their maximum hit points, and assume an initiative order 3 below that of Xaroman. A creature resurrected this way cannot be resurrected again in this way for 1 hour. 

Scaarion

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