Huge Celestial, Chaotic Good
Armor Class 25 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 30 ft., Fly 60 ft., Swim 90 ft.
STR
25 (+7)
DEX
25 (+7)
CON
30 (+10)
INT
21 (+5)
WIS
29 (+9)
CHA
30 (+10)
Saving Throws CON +19, WIS +18, CHA +19
Skills Athletics +14, Perception +16
Damage Immunities Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Truesight 120, Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Thunderous Weapons. Bacr’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 8d8 thunder damage (included in the attack).

Innate Spellcasting. Bacr’s spellcasting ability is Charisma (spell save DC 25). The deva can innately cast the following spells, requiring only verbal components:

At will: lightning bolt, thunderwave

1/day each: control weather, plane shift, revivify, greater invisibility

Magic Resistance. Bacr has advantage on saving throws against spells and other magical effects.

Legendary Resistance (5/Day). If Bacr fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Bacr either casts one spell or makes two melee attacks, the he makes one bolt attack.

Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 10) bludgeoning damage plus 40 (8d8) thunder damage.

Bolt. Ranged Spell Attack: +14 to hit, range 600 ft., one target. Hit: 48 (12d6) damage of one of the following types (Bacr’s choice): cold, lightning, or thunder.

Legendary Actions

Bacr can take 5 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. Bacr regains spent legendary actions at the start of his turn.

Mace Attack. Bacr makes a mace attack.

Bolt Attack (Costs 2 Actions). Bacr makes a bolt attack.

Retreat (Costs 5 Actions). Bacr casts [spel]plane shift[/spell] on himself if he is able.

Description

A relatively unknown god, Bacr roamed the seas to watch over ships he deemed as good. To those ships, he granted boons and protected them from dangerous attacks or storms. To those who the god deemed as a danger to the sea or other sailors, he would cause subtle interruptions to their plans and, if worst came to worst, destroy their ship.

He can be summoned by creatures worth his time though. To summon Bacr, a ritual must be preformed where every participant makes a religion check. Then, is the rolling of percentile dice equals or is less than the cumulative total of the rolls, Bacr appears and may just give the members his blessings. When finding the cumulative total, only party members with 10 levels of cleric, 11 levels of paladin, or 15 levels of any other class are counted and natural 20s count as 40 and natural 1s count as -10.

Habitat: CoastalUnderwater

KosjMirik

Comments

Posts Quoted:
Reply
Clear All Quotes