Gargantuan Celestial, Lawful Evil
Armor Class 25 (natural armor)
Hit Points 800 (40d20 + 400)
Speed 40 ft.
STR
30 (+10)
DEX
15 (+2)
CON
30 (+10)
INT
25 (+7)
WIS
30 (+10)
CHA
15 (+2)
Saving Throws STR +19, DEX +11, CON +19, INT +16, WIS +19, CHA +11
Skills Athletics +20, Deception +20, History +20, Intimidation +20, Perception +20
Damage Vulnerabilities Radiant
Damage Resistances All
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft, Truesight 120 ft, Passive Perception 20
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Divine Fortification (Mythic Trait; Recharges after a Short or Long Rest). If Zurion is reduced to 0 hit points, he is not destroyed or fall unconscious.  Instead he regains all of his hit points, in addition he is covered by a blinding light that grants him 200 temporary hit points.

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

Dark Blessing. Adds their Charisma bonus to all saving throws.

Bound Weapon. Zurion can summon a Spiritual Weapon at the 9th level, this weapon lasts until he dismisses it.

Radiant Blessing. Zurion wraps his hands in a radiant light, when this ability is activated anything Zurion grasps is covered in the same light.  A weapon gains 8 (2d8) radiant damage and anyone that is grasped in his hands it takes 8 (2d8) radiant damage every turn it starts in Zurion's grasp.

Aura of Despair. An aura that causes all enemies within 10 ft of him to suffer a -2 penalty to saving throws. 

Divine Armor (1/Day). Zurion receives DR 5/- for three turns.

Spellcasting. Zurion is a 20th-level spell caster.  His spellcasting ability is Wisdom (spell save DC 27, +24 to hit with spell attacks).  Zurion has the following cleric spells prepared:

Cantrips (At will): Light, Sacred Flame, Thaumaturgy, Toll the Dead
1st level (5/day): Bane, Detect Evil and Good, Detect Magic, Guiding Bolt
2nd level (5/day): Aid, Blindness/Deafness, Lesser Restoration
3rd level (5/day): Animate Dead, Daylight, Magic Circle, Remove Curse
4th level (5/day): Control Weather, Divination, Guardian of Faith
5th level (4/day): Dawn, Dispel Evil and Good, Greater Restoration, [Tooltip Not Found]
6th level (3/day): Create Undead, Heal, Heroes' Feast, Planar Ally
7th level (3/day): Conjure Celestial, Fire Storm, Regenerate, Resurrection, Temple of the Gods
8th level (2/day): Antimagic Field, Holy Aura
9th level (2/day): Gate, Mass Heal, True Resurrection

Actions

Multiattack. Zurion can take four actions on each of his turns.  Halberd, grab, crush, and throw can be used any number of times as long as it will not exceed four actions and the prerequisites are met.

Halberd. Melee Weapon Attack: +19 to hit, reach 20 ft, one target.  Hit: 33 (6d8 + 10) slashing damage.

Grab. Melee Weapon attack: If the target fails a DC 27 Strength/Dexterity save they are grappled, if Zurion takes 60 damage to the hand he is holding the creature in he will drop it.  Until this grapple ends, the target is restrained.  Zurion receives a penalty of -10 to hit with halberd until grapple ends.  If an escape is not successful after three turns Zurion will use either Crush or Throw.

Crush. If Zurion has a target grappled he may attempt to crush them.  Grappled creatures must roll a DC 27 Strength saving throw, taking 50 (10d8 + 10) bludgeoning damage on a failed save, or half as much on a successful one.

Throw. If Zurion has a target grappled he may attempt to throw them.  Thrown creatures must roll a DC 27 Dexterity saving throw, taking 42 (8d8 + 10) bludgeoning damage on a failed save, or half as much on a successful one.

Legendary Actions

Zurion can take 5 legendary actions, choosing from the options below.  Only one legendary action can be used at a time and only at the end of another creature's turn.  Zurion regains spent legendary actions at the start of his turn.

Attack. Zurion makes an attack with his halberd.

Move. Zurion moves up to half his speed

Pitch (Costs 2 Actions). Zurion makes one grab attack and uses throw.

Mythic Actions

If Zurion's mythic trait is active, he can use the options below as legendary actions as long as he has temporary hit points.

Radiant Burst (Costs 3 Actions). Zurion lets out a burst of radiant energy, spanning 30 ft from Zurion.  Every creature within this area must make a DC 32 Dexterity saving throw taking 60 (20d6) radiant damage or half as much on a successful save.

Draining Grasp (Costs 2 Actions). Zurion makes a grab attack, if the creature is grappled he then deals 45 (15d6) necrotic damage, he regains the full amount of damage as health.

Description

Zurion is a fallen god.  He once was the god of mercy providing aid for those who would ask.  He soon started to grow tired with this task and started to see mortals as pathetic creatures who could do nothing for themselves.  This growing disdain for the mortal races constantly put him at odds with his fellow gods.  Eventually he sealed away the other gods and became the sole ruler of the world, leading it down a path of destruction and corruption.

Lair and Lair Actions

Zurion makes his lair in a pocket dimension of his own design.  While inside of this dimension he is able to control the flow of time and alter reality.  If he is destroyed the dimension immediately starts to collapse without his power sustaining it, creatures inside have three minutes to escape before a complete collapse.  Creatures who are unable to escape in time appear in a random section of the astral plane.

Lair Actions
On initiative count 20 (losing initiative ties), Zurion can take a lair action to cause one of the following effects; Zurion cannot use the same effect two rounds in a row:

  • The flow of time is altered such that every creature in the lair, except Zurion, must reroll initiative.
  • Zurion summons a number of Shadow Assassins equal to the number of enemies in his lair.  This ability cannot be used again until all of the Shadow Assassins are destroyed.
  • Zurion shoots a Prismatic Spray (DC 25) at an enemy in his lair, this Prismatic Spray can come from anywhere within the lair.
  • Zurion causes a blinding flash of light to appear in the center of his lair.  Any creature within the lair must make a DC 20 Constitution saving throw or be blinded until the end of their next turn.  If there are any Shadow Assassins remaining they are destroyed on a failed save.

Regional Effects
The region containing the portal to Zurion's pocket dimension is warped by his magic, which creates one or more of the following effects:

  • The ground decays, turning black killing all plants and animals within its reach.
  • The water turns a putrid green smelling of decaying corpses, its consistency becoming like that of tar.
  • Anything killed on the corrupted ground will raise as undead 1d3 days later, provided it has stayed on or in the corrupted ground the entire time.

These effects start in a 6 mile radius of the portal and grow by a 1 mile radius per day.  Once these effects have been in place for a year the land is permanently scarred and even Zurion's death will not restore it, any method short of Wish will fail to restore the land.  However, the land that has not been corrupted for a year will be restored 1d10 days after Zurion's death.

Habitat: Mountain

NoxSyn

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