Spellcasting (Cleric 18th-level)
Caelis is a 18th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). He has the following cleric spells prepared:
Cantrips (at will): sacred flame, guidance, thaumaturgy, toll the dead
1st (4 slots): bless, shield of faith, command, cure wounds
2nd (3 slots): lesser restoration, hold person, spiritual weapon
3rd (3 slots): beacon of hope, dispel magic, revivify
4th (3 slots): guardian of faith, banishment
5th (2 slots): flame strike, raise dead
6th (1 slot): blade barrier
7th (1 slot): resurrection
8th (1 slot): holy aura
9th (1 slot): mass heal
Radiant Mace (Melee Weapon Attack):
+8 to hit, reach 5 ft., one target.
Hit: 1d6 + 2 bludgeoning damage + 4d8 radiant damage. On a hit, target must succeed on a DC 17 Wisdom save or be blinded until the end of their next turn.
Turn the Unholy (Recharge 5–6):
Fiends and undead within 30 feet must make a DC 19 Wisdom saving throw or be turned for 1 minute. CR 4 or lower are instantly destroyed.
Divine Blessings
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Aura of Radiance (30 ft.): Allies (including the king) within 30 feet gain advantage on saving throws vs. spells and resistance to necrotic damage.
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Divine Sanctuary: If Caelis drops to 0 HP, he is instead restored to 1 HP once per day, surrounded by radiant light (deals 3d6 radiant damage to hostile creatures in 10 ft., DC 17 Con save for half).
Caelis can take 3 legendary actions, choosing from the options below.
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Divine Light. Heal an ally he can see within 60 feet for 20 HP.
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Cast Cantrip. Cast a cantrip.
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Radiant Rebuke (Costs 2 Actions). When hit by an attack, Caelis can force the attacker to make a DC 17 Con save or take 4d10 radiant damage.
Description
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Opens combat with Holy Aura and Mass Heal to sustain allies.
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Focuses on control and support—hold person, banishment, and flame strike for offense.
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Uses Divine Sanctuary to make a comeback at a dramatic moment.
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.
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