Medium Celestial, Neutral Evil
Armor Class 25 Natural armor
Hit Points 500 (50d10)
Speed 50 ft., Fly 50 ft.
STR
15 (+2)
DEX
19 (+4)
CON
23 (+6)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws INT +19, WIS +19, CHA +19
Damage Immunities All damage from spells; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 30 ft, Passive Perception 19
Languages All All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d60 minutes, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Divine Mana: once merged with the weave fully Arkan regains a 1st level spell slot at the beginning of his turn, he may also fuse spell slots to make higher level slots 

Spellcasting. Arkan is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Arkan has the following spells prepared:

Cantrips (At-Will): control flames, Eldritch blast, Mind Sliver, minor illusion, mold earthshape water

1st level (4 slots): command, magic missile, Magnify Gravity, Shield

2nd level (3 slots): Suggestion, mirror image, Darkness, hold person

3rd level (3 slots):enemies abound, fireball, lightning bolt, vampiric touch

4th level (3 slots): Gravity sinkhole, Banishment, evard's black tentacles

5th level (3 slots): Contagion, Dominate Person, temporal shunt

6th level (2 slots): Gravity fissure, heal

7th level (2 slots): [Tooltip Not Found], divine word

8th level (1 slot):power word: stun

9th level (1 slot):time stop

 

Actions

Notes (recharge on d6): Requires the journal of Tien Cyr or the journal of Alger Waterlow, you may spend an action casting a spell using your spell slots available not in your spell list

God Hand (recharge on d20): choose a creature you can see, they must make either a dexterity or intelligence saving throw (they choose) on a success a item they choose is taken from them, on a failure you take an item of your choice from the target, you must know the name of the item to take it  

Gods Word (recharge on d6): you utter a word of divine authority bringing what you say to reality, you choose the one word you say, and the DM may decide what effect is and who it effects 

Bonus Actions

Presence of higher being (recharge on d12): all creatures that see or know of your existence within 120 feet must make a Charisma saving throw, on a success they are frightened, on a failure they are stunned, they may remake the save at the end of their turns 

Reactions

God Wrath (recharge on d6)when Arkan takes damage, the target must make a Wisdom saving throw (DC 17) on a failure they take half the damage delt 

Legendary Actions

Arkan 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. Arkan regains spent legendary actions at the start of its turn.

Cantrip (1 Action): you cast a cantrip

Multiversal fissure (2 Actions): you may teleport up to 3 creatures to locations you can see

Arkanus (3 Actions)(Recharge on d12): you collect and compress the mana in the vicinity, forming true mana and expelling it all creatures within 300 feet must make a Constitution saving throw, on a failed save you become stunned and gain a point of exhaustion, on a success you take 6d12 damage that bypasses all resistances 

That_one_idiot