Armor Class
18
God
Hit Points
110
(100d12 + 10)
Speed
60 ft., Fly 120 ft.
STR
30
(+10)
DEX
25
(+7)
CON
30
(+10)
INT
22
(+6)
WIS
28
(+9)
CHA
30
(+10)
Saving Throws
STR +19
Skills
Arcana +23, Insight +25, Perception +25, Persuasion +28
Damage Resistances
Fire, Necrotic, Radiant
Damage Immunities
Bludgeoning, Piercing, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Truesight 120 ft, Passive Perception 20
Languages
All, Telepathy 120 ft All, Telepathy 120 ft
Challenge
30 (155,000 XP)
Proficiency Bonus
+9
Traits
Aura of Divine Light
- Aether emits bright light in a 120-foot radius and dim light for an additional 120 feet. Creatures of Aether’s choice in the aura have disadvantage on attack rolls and saving throws against spells and abilities that deal radiant damage.
- Creatures that start their turn within the bright light take 20 radiant damage unless they succeed on a DC 25 Constitution saving throw
Radiant Form
- Aether’s body is composed of pure light. Any creature within 10 feet of Aether takes 10 radiant damage at the start of their turn.
- Nonmagical attacks pass harmlessly through Aether’s form.
Actions
Multiattack
- Aether makes three attacks: one with Luminous Strike, one with Blinding Ray, and one with Light Surge.
Luminous Strike
- Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
- Hit: 40 (6d10 + 8) radiant damage. The target must succeed on a DC 25 Constitution saving throw or be blinded until the end of its next turn.
Blinding Ray
- Ranged Spell Attack: +15 to hit, range 120 ft., one target.
- Hit: 45 (10d8) radiant damage. The target must succeed on a DC 25 Dexterity saving throw or be blinded for 1 minute. A blinded creature can repeat the save at the end of its turn.
Light Surge
- Aether emits a wave of searing light in a 30-foot radius. All creatures in the area must succeed on a DC 25 Constitution saving throw or take 60 (10d10) radiant damage and be pushed 20 feet away.
Solar Flare (Recharge 5–6)
- Aether releases a blinding burst of light in a 90-foot radius. All creatures within range must succeed on a DC 25 Dexterity saving throw or take 70 (20d6) radiant damage and be blinded for 1 minute. A blinded creature can repeat the save at the end of its turn.
Bonus Actions
Enter the description for how bonus actions work for your monster here.
Reactions
Reaction Name. Enter the description for your action.
Legendary Actions
Aether can take 3 legendary actions, choosing from the options below:
Illuminate
- Aether targets one creature within 120 feet. The creature must succeed on a DC 25 Dexterity saving throw or be outlined in glowing light. Attacks against the target have advantage until the end of Aether’s next turn.
Radiant Barrage
- Aether makes a Blinding Ray attack.
Ethereal Shift
- Aether teleports up to 60 feet to an unoccupied space he can see.
Mythic Actions
Infinite Lives Actions
Mythic Resurrection
- When reduced to 0 hit points for the first time, Aether explodes in a burst of light, dealing 100 radiant damage to all creatures within 120 feet (DC 25 DEX save for half damage).
- Aether then reforms at full hit points in a location of his choosing within the radius, gaining new abilities.
Description
Enter a general description for your monster here.
Lair and Lair Actions
If Aether is encountered in his divine domain, he can use lair actions on initiative count 20 (losing ties).
Blinding Radiance
- Aether causes a 30-foot area within his domain to erupt in blinding light. Creatures in the area must make a DC 25 Dexterity saving throw or take 20 (4d10) radiant damage and be blinded until the end of their next turn.
Healing Light
- Aether targets up to three creatures in his domain. Each regains 30 hit points and ends one condition affecting them.
Shifting Illumination
- Aether moves all sources of light in his domain, causing creatures relying on sight to have disadvantage on Perception checks until the end of their next turn.
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