Medium Humanoid (Angel, Human), Chaotic Good
Armor Class 18 Plate
Hit Points 175 (10d10)
Speed 30 ft., Fly 60 ft.
STR
22 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +10, CHA +9
Skills Athletics +10, Insight +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Condition Immunities Paralyzed, Prone, Restrained, Stunned
Senses Darkvision 120ft, Passive Perception 12
Languages Celestial, Common, Dwarvish, Primordial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If Cloudstriker Akast fails a saving throw, she can choose to succeed instead.

Storm Born. While fighting within rainy weather conditions, the range on all of Akast's abilities is increased by 10 feet and their damage in increased by an additional dice.

Actions

Multiattack: Akast can use her Blinding Spark or Cloud Caller. She then makes three attacks: one with her Eye of the Maelstrom and two with An'astellaren.

Eye of the Maelstrom. Cloudstriker Akast flares the might of the storm behind her eyes, creating a bolt of lightning that arcs toward a target of her choice that she can see within 60ft. Three bolts then leap from that target to as many as three other targets, each of which must be within 10 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Akast is unable to make this attack while blind.

A target must make a DC 17 Dexterity saving throw. The target takes (2d8) lightning damage on a failed throw, or half as much damage on a successful one.

An'astellaren, Greatblade of Severance. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 14 (2d6 + 6) [Slashing] damage.

Blinding Spark. Each creature within 120 feet of Cloudstriker Akast that can see her must succeed on a DC 17 Constitution saving throw or become blind 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 Akast's Blinding Spark for the next 24 hours.

Cloud Caller. (1/day). A storm cloud appears in the shape of a cylinder that is 100 feet tall with a 100-foot radius on a point directly above Akast. She may spend 10 minutes manifesting the storm cloud as a ritual, allowing her to extend the radius of the storm to 1 mile.

 

Bonus Actions

Thunder Step (Recharge 4-6). Cloudstriker Akast teleports up to a place she can see within 30 feet. All creatures within 10ft of the place she previously preoccupied must make a DC 17 Constitution saving throw or take (3d10) thunder damage on a failed throw, and half as much on a successful one.

Reactions

Wrath of the Storm (Recharge 5-6). When a creature within 5 feet of Akast that she can see hits her with an attack, she can use her reaction to cause the creature to make a DC 17 Dexterity saving throw. The creature takes (4d8) lightning or thunder damage (your choice) on a failed throw, and half as much damage on a successful one. 

Legendary Actions

Cloudstriker Akast 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. She regains spent legendary actions at the start of her turn.

An'astellaren, Greatblade of Severance. Akast makes an attack with An'astellaren.

Eye of the Storm (Costs 2 Actions). Akast attacks with Eye of the Maelstrom.

Flash Step. Akast teleports to an unoccupied space within 15 feet.

Description

A champion of the god Ul'Vanyn the Wandering Maelstrom, Cloudstriker Akast is a powerful warrior, dedicated to his service. She bares a legendary weapon, one of the two Greatblades of Severance known as An'astellaren. This weapon, made of Skystone Metal, has incredible anti-magic properties that aid the Cloudstriker greatly in combat.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Crimpty