Large Celestial (Human), Lawful Good
Armor Class 19 Natural Armour
Hit Points 210 (17d12 + 85)
Speed 45 ft., Fly 80 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +7, CON +10, WIS +6, CHA +8
Skills Perception +11, Stealth +7
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Truesight 120 ft., Passive Perception 21
Languages Common, Sylvan
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Magical Weapons. Odin's weapons are magical.

Legendary Resistance (3/Day). If Odin fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Odin can use OmniPresence. He then makes three attacks: one with his Shield and two with Gungnir.

Shield. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) force damage.

Gungnir. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Gungnirs Hilt. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

OmniPresence. Each creature of Odin's choice that is within 120 feet of Odin and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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 Odin's OmniPresence for the next 24 hours.

Lightning Bolt (Recharge 5–6). Odin raises his Warhammer and in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8)  lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. Odin makes a Wisdom (Perception) check.

Gungnirs Hilt. Odin spins and whips Gungnir, which lets off a lash of air.

Shield Blast (Costs 2 Actions). Odin spins his shield and pushes it forward. Each creature within 10 feet of Odin must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Then Odin can fly up to half his flight speed.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Lightning crackles and surrounds Odin. Any creature around within 60 feet of Odin must succeed on a DC 15 Strength saving throw or knocked prone.
  • A cloud of swarming ravens fills a 20-foot-radius sphere centered on a point the Odin chooses within 120 feet of it. The cloud spreads around corners and remains until Odin dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Wall of Force (See Spell List)

Habitat: Mountain

AronSeekman

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