Huge Celestial, Chaotic Evil
AC 25 Natural Armor    Initiative +20 (30)
HP 440 (20d20 + 240)
Speed 50 ft., Fly 150 ft.
Mod Save
STR 20 +5 +17
DEX 30 +10 +21
CON 22 +6 +16
Mod Save
INT 26 +8 +17
WIS 30 +10 +19
CHA 30 +10 +19
Skills Perception +14
Vulnerabilities Psychic
Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Immunities Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Gear Ill Fortune and Double-Hooked Goad
Senses Blindsight 30 ft., Darkvision 120 ft., Truesight 45 ft.; Passive Perception 24
Languages All, Telepathy Range: infinite.
CR 30 (XP 155,000, or 50,000 in lair; PB +9)
Traits

Divine Awareness (3/Day). The goddess knows if someone makes a dice roll for the first three secretive rolls.

Exalted Restoration. If the goddess dies outside the 13th Layer of the Abyss, her body disappears, and she gains a new body instantly, reviving with all her Hit Points within Blood Tor.

Legendary Resistance (5/Day). If the goddess fails a saving throw, she can choose to succeed instead.

Magic Resistance. The goddess has Advantage on saving throws against spells and other magical effects.

Unlucky. All rolls made against the goddess have disadvantage.

Actions

Multiattack. The solar makes three attacks.

Ill Fortune. Melee Attack Roll: +16, reach 30 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage.

Double-Hooked Goad. Melee Attack Roll: +15, reach 10 ft. Hit: 25 (3d10 + 10) Slashing damage plus 36 (8d8) Radiant damage.

Lady Doom (7/Day). Up to 6 willing creatures, one creature the goddess can see within 300 feet. The target gains disadvantage for the next 5 rolls it makes.  If casted on a creature that already has disadvantage, they automatically get a 2 on the next 2 rolls.

Spellcasting. The goddess casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):

At Will: Detect Evil and Good
1/Day Each: Commune

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the goddess can expend a use to take one of the following actions. The goddess regains all expended uses at the start of each of its turns.

Radiant Teleport. The goddess teleports up to 100 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 25 (5d10) Radiant damage. Success: Half damage.

 

Mythic Actions

The goddess gains 5d20+1d100 Hit Points.  Immediately after another creatures turn, she can make the following actions.  She has 4 Mythic Actions per turn.

Radiant Teleport. The goddess teleports up to 100 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 25 (5d10) Radiant damage. Success: Half damage.

Ill Fortune. Melee Attack Roll: +16, reach 30 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage.

 

Double-Hooked Goad. Melee Attack Roll: +15, reach 10 ft. Hit: 25 (3d10 + 10) Slashing damage plus 36 (8d8) Radiant damage.

Spellcasting. The goddess casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):

 

At Will: Detect Evil and Good

1/Day Each: Commune

Lair and Lair Actions

Her lair is Blood Tor in the 13th Layer of the Abyss.

On Initiative count 20 and in her lair, she gains the following Legendary Actions.

Lair Morph. The goddess can morph her lair in any way she wishes, such as creating obstacles, Difficult Terrain, cover or even weaponizing it, most commonly dealing 21 (2d20+1) damage.

Remove Misfortune. As a reaction, and forgoing her next Legendary Action, the goddess can remove disadvantage from a chosen target, most commonly herself.

Monster Tags: Angel

Habitat: Planar (Abyss)

Joey_Tugf

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