AC 26 Aegis    Initiative +26 (36)
HP 810 (40d8 + 610)
Speed 75 ft., Fly 75 ft.
Mod Save
STR 26 +8 +17
DEX 26 +8 +17
CON 26 +8 +17
Mod Save
INT 26 +8 +17
WIS 26 +8 +17
CHA 26 +8 +17
Skills Arcana +17, History +17, Insight +26, Perception +17
Immunities Necrotic, Poison, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned, Stunned, Unconscious
Gear Aegis +3, Isorropia +3
Senses Truesight 2400 ft; Passive Perception 26
Languages All
CR 30 (XP 155,000; PB +9)
Traits

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

Aegis of Balance. No creature within 120 feet of Athena can gain advantage on any attack roll, nor can any creature score a critical hit. If a creature would normally gain advantage on an attack roll, it instead makes a normal attack roll. If a creature would normally score a critical hit, it instead deals normal damage.

Godly Form. Athena is immune to all effects that would move her against her will. She is also immune to being polymorphed, banished, or possessed.

Divine Regeneration. Athena regains 10% of her maximum hit points (81 hit points) at the start of her turn. If Athena takes force damage, this trait doesn't function at the start of her next turn. Athena dies only if she starts her turn with 0 hit points and doesn't regenerate.

Unassailable Mind. Athena has advantage on saving throws against spells and other magical effects.

Spellcasting. Athena's innate spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). She can cast the following spells, requiring no material components: 

  • At will: Guidance, Hold Person, Hold Monster, Shield of Faith
  • 3/day each: Contingency, Forcecage, Mass Suggestion, Foresight
  • 2/day each: Power Word Heal, Power Word Stun, Power Word Kill, Plane Shift
Actions

Multiattack. Athena makes four attacks with Isorropía. She will not make more than two attacks against the same target on a single turn unless there are no other creatures she is able to target within her melee reach.

Isorropía. Melee Weapon Attack: Reach 20ft., 1 target. Hit: 50 force damage. This attack automatically hits, and ignores damage resistance and immunity. 

Aegis Revealed (Recharge 5-6). Athena glows with a bright green light, extending 120 feet in all directions. Each creature within the light must succeed on a DC 25 constitution saving throw or begin to become petrified; their speed is halved, and they do not get any reactions. Creatures outside the light but who can see the glow also make the save, but do so with advantage. 

Creatures which failed the initial save must repeat the save at the end of their next turn. If they fail again, their speed is reduced to zero and they gain 2 points of exhaustion. 

Creatures which failed both the initial and subsequent save must do so again at the end of their next turn. If they fail a third time they are reduced to 0 hit points, and turned to stone (petrified). If their stone form is shattered, they may only be revived by way of a true resurrection spell, Divine Intervention, or a Wish. 

Partial petrification can be cured by a lesser or greater restoration spell, while full petrification may only be cured by a greater restoration spell, or higher level magic with the same effect. 

Bonus Actions

Directive Justice. Athena casts magic missile as a 7th-level spell, dealing 31 (9d4+9) force damage. 

Reactions

Deflection. When Athena is hit with an attack from a creature within 30 feet, she can use her reaction to redirect the full damage taken onto that creature. She may then immediately take the Dash action.

Strategic Reposition. When a creature attempts to leave Athena's reach (20 ft.), she can use her reaction to move with it, ending her movement within its new reach. This movement does not provoke opportunity attacks.

Legendary Actions

Athena 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. Athena regains spent legendary actions at the start of her turn.

  • Teleport Target (Costs 1 Action). Athena chooses one creature she can see within 120 feet of her. That creature is harmlessly teleported to an unoccupied space of Athena's choice within 300 feet of her.
  • Attack (Costs 2 Action). Athena makes one or two attack with Isorropía. If she makes two attacks, they must be made against different targets. 
  • Sphere of Deprivation (Costs 3 Actions). Athena creates a 60-foot-radius sphere of sensory deprivation centered on a point she can see within 180 feet of her. Each creature in the sphere, or who enters the sphere on their turn, must succeed on a DC 25 Intelligence saving throw or be blinded, and deafened. In addition, all creatures within the sphere are silenced. The Sphere does not move, and lasts for 1 minute, or until Athena uses this action again. 

Description

Enter a general description for your monster here.

Lair and Lair Actions

Athena's lair is often a pristine, fortified citadel of unimaginable grandeur and strategic perfection, or a vast, ordered library filled with scrolls of cosmic knowledge. Within 24 hours of her presence, the air within a 1-mile radius becomes imbued with a sense of clarity and purpose, and tactical insights seem to come easily to those within it. Within 7 days, this realm expands to 5 miles, and the environment itself seems to subtly shift to Athena's tactical advantage, creating optimal lines of sight or subtle obstacles for intruders. Within 28 days, this domain extends to 10 miles, becoming a realm where impossible fortifications manifest, knowledge flows freely, and a perfect, calculated order reigns supreme.

No creature may speak, or otherwise communicate, a lie while in Athena's lair. 

If Athena is in her domain, she can take lair actions. On initiative count 20 (losing initiative ties), she can use one of the following lair action options; she can't use the same effect two rounds in a row:

  • Tactical Shift. Athena can choose a section of her lair's terrain up to 30 feet square within 120 feet of her. Some or all of this section can be raised, lowered, or reshaped (e.g., creating a trench, a pillar, or flattening an area) to create difficult terrain or grant cover. Creatures may harmlessly lifted or be shunted by this terrain change, or they may fall, in which case they take the appropriate fall damage. 
  • Fling. All creatures within 120 feet of Athena must succeed on a DC20 Strength saving throw or be flung 100 feet directly up. 
  • Dismissal. All creatures within Athena's lair are affected by Dispel Magic cast at 8th level. 
Seravorn

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