Gargantuan Celestial, Lawful Evil
Armor Class 25 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 40 ft., Fly 120 ft.
STR
30 (+10)
DEX
25 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws CON +18, INT +17, WIS +18, CHA +19
Skills Arcana +13, Deception +16, History +13, Insight +15, Perception +15, Religion +16
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 300 ft., Passive Perception 25
Languages All, Telepathy 300 feet.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (4/Day). If Aza'choron fails a saving throw, he can choose to succeed instead.

Beyond Comprehension. Aza'choron is immune to any effect that would sense his emotions or read his thoughts, Divination spells used to decipher information about him, and the Charmed condition. This ability even foils wish spells and spells or effects of similar power used to affect his or to gain information about him. If a creature were to attempt to use a method to affect Aza'choron's mind, the creature takes 36 (8d8) psychic damage.

Unusual Nature. Aza'choron doesn’t require air or sleep.

Echo of Fate's Design. Aza'choron can maintain concentration on two different spells at the same time.

Limited Magic Immunity. Unless he wishes to be affected, Aza'choron is immune to spells of 3rd level or lower. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Aza'choron's weapon attacks are magical.

Innate Spellcasting. Aza'choron's innate spellcasting ability is Charisma (spell save DC 25, +14 to hit with spell attacks). He can innately cast the following spells, requiring no components:

At will: plane shift, magnify gravity (at 5th level), command (at 3rd level)

3/day each: hold monster, slow, gravity fissure, temporal shunt, divine word, pulse wave (at 5th level)

1/day each: reverse gravity, time stop, time ravage, reality break, dark star

Actions

Multiattack. Aza'choron can use his Presence of Eternity, Supreme Will, Grasp of Fate, or Complete Erasure, if available. He then makes three attacks with Fateweaver. He can cast a spell with a casting time of 1 action in place of one attack.

Fateweaver. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (3d10 + 10) slashing damage, plus 11 (3d6) force damage. If the target is a creature, it must succeed on a DC 25 Wisdom saving throw or take 11 (3d6) force damage after each attack it makes against Aza'choron before the start of his next turn.

Presence of Eternity. Each creature of Aza'choron's choice that is within 120 feet of him and aware of him must succeed on a DC 25 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aza'choron's Presence of Eternity for the next 24 hours.

Supreme Will (Recharge 5-6). Aza'choron unleashes a blast of destructive energy, rending the body, mind, and soul of anyone unfortunate enough to be caught in its area. Each creature within 60 feet of Aza'choron must make a DC 25 Wisdom saving throw or take 21 (6d6) force damage, 21 (6d6) lightning damage, and 21 (6d6) psychic damage on a failure, or half as much on a sucess. Any creature that fails the save is knocked prone and has their movement speed halved until the end of their next turn.

Complete Erasure (Recharge 6). Aza'choron blasts energy in a 150-foot line that is 10 feet wide. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 70 (20d6) force damage. On a successful save, the creature takes half as much damage. If a creature or object is reduced to 0 hit points by the beam is erased from existence.

Grasp of Fate (Recharges after a Short or Long Rest). Aza'choron targets any number of creatures and objects he can see within 120 feet of him. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they’re being worn or carried. Each targeted creature must succeed on a DC 25 Strength saving throw or be restrained in Aza'choron's telekinetic grip. At the end of a creature’s turn, it can repeat the saving throw, ending the effect on itself on a success.

At the end of Aza'choron's turn, he can move each creature or object he has in his telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of himself. In addition, he can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.

Chronal Erasure (Recharge 5-6). Aza'choron forces all other creatures in the initiative order to declare everything they will do during next turn. All creatures who declared their turns are now bound to these decisions. Time then skips forward to his next turn, and everything declared happens at once, though no creatures other than him have memory of anything that happens between the activation of the ability and the result. Until the end of the time skip, Aza'choron phases out of time, becoming immune to all effects of everything that happens during the skip, although he cannot interact with anything during the skip, however, he is still able to move while time is being skipped. He retains full knowledge of the events that occurred during skipped time. When time resumes normally, the action you used to activate this ability is still lost.

Bonus Actions

Teleport. Aza'choron magically teleports up to 90 feet to an unoccupied space he can see.

Reactions

Aza'choron can take up to two reactions per round but only one per turn. 

Timeline Overwrite (3/day). When Aza'choron or another creature he can see makes an attack roll, saving throw, or ability check, Aza'choron can use his reaction to force the targeting creature to reroll, subtracting 2 from the roll.

Time Skip (3/day). In response to being targeted by a ranged attack or spell, Aza'choron teleports 30 feet in any direction. If his new location is out of the range of the attack or spell, then the attack or spell fails.

Legendary Actions

Aza'choron can take 4 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. Aza'choron regains spent legendary actions at the start of his turn.

Fateweaver. Aza'choron makes one attack with his Fateweaver.

Spell. Aza'choron casts a spell from his Innate Spellcasting list.

Supreme Will (Costs 2 Actions). Aza'choron uses Supreme Will.

Singularity Burst. (Recharge 6) (Costs 3 actions). Aza'choron blasts crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 65 (10d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.

Previous Versions

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1/17/2025 9:09:22 PM
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SolgaleoOfTheEternalSun

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