Medium Celestial, Chaotic Neutral
Armor Class 23
Hit Points 304 (29d8 + 174)
Speed 30 ft., Swim 30 ft.
STR
22 (+6)
DEX
19 (+4)
CON
22 (+6)
INT
19 (+4)
WIS
16 (+3)
CHA
28 (+9)
Saving Throws DEX +11, CON +13, INT +11, WIS +10, CHA +16
Skills Arcana +11, History +11, Performance +23, Persuasion +16
Damage Resistances Psychic
Senses Passive Perception 13
Languages --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits
Glory. A reigar's armor class includes its Charisma modifier.
Hold Breath. A reigar can hold its breath for 1 hour.
Legendary Resistance (3/Day). If the Apeolith fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Apeolith has advantage on saving throws against spells and other magical effects.
Regal Presence. Your halo surrounds you in a 10-foot emanation of unearthly majesty. Whenever the emanation enters the space of a creature you can see and whenever a creature you can see enters the emanation or ends its turn there, you can force that creature to make a DC 24 Charisma saving throw. On a failed save, the target takes 17 (5d6) psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage. A creature makes this save only once per turn.
 
If Apeolith loses his talarith, this effect is suppressed until a replacement has been made.
Special Equipment. The reigar wears a talarith.
Innate Spellcasting (Psionics). Apeolith's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can cast the following spells, requiring no material components:
 
Actions
Multiattack. Apeolith makes three Trident attacks or makes two Chromatic Bolt attacks.
Trident. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6+6) piercing damage, or 15 (2d8+6) piercing damage if used with two hands to make a melee attack plus 7 (2d6) force damage.
Chromatic Bolt. Ranged Spell Attack: +16 to hit, range 90/90 ft., one target. Hit: 31 (7d8) slashing damage. reigar chooses damage type from the following: cold, fire, lightning or radiant.
Summon Golem (1/Long or Short Rest). Using its talarith, the reigar summons a golem-like duplicate of itself. The duplicate obeys the reigar's commands and uses the reigar's statistics, except it is an unaligned construct that doesn't have a talarith of its own and does not have legendary actions. The duplicate takes its turn immediately after the reigar. It vanishes after 1 hour or when it is reduced to 0 hit points.
Reactions
Beautiful Carnage. When Apeolith bloodies a creature he revels in creating a beautiful act of violence.  He makes a performance check and regains that many hit points as healing.
Glorious Carnage. When Apeolith reduces a creature to 0 hit points, he is overcome by the glorious, perfect act of violence.  Any creature within 60 feet who can see Apeolith must make a DC 24 Charisma saving throw.  On failure, they suffer 11 (2d10) psychic damage, whilst Apeolith regains hit points equal to the total damage dealt in this way.
Legendary Actions
Apeolith 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. Apeolith regains spent legendary actions at the start of its turn.
Chromatic Bolt. Apeolith makes a Chromatic Bolt attack.
Glorious Dance. Apeolith moves up to his movement speed without provoking attacks of opportunity.
Glorious Blood-letting. Apeolith makes two trident attacks.
GideonUK

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