Large Celestial (Angel, Elf), Lawful Good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., Fly 120 ft. (Hover)
STR
25 (+7)
DEX
25 (+7)
CON
25 (+7)
INT
19 (+4)
WIS
20 (+5)
CHA
25 (+7)
Saving Throws CON +13, WIS +11, CHA +13
Skills Athletics +17
Damage Vulnerabilities Necrotic
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 21
Languages all, telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Angelic Weapons. Xaryxis' weapon attacks are magical. When Xaryxis hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Astral Traveler. Xaryxis has the properties of a Spelljamming Helm (albeit he moves 161 times faster) and a Wildspace Orrery, but he is the only one can benefit from the item's effects (both are immune to dispel magic, antimagic, wild magic, jammerscreams, and dead magic).

Astral Progenitor. Xaryxis can add his proficiency modifier to any skill check he makes. He adds double his proficiency modifier to Strength (Athletics) ability checks. Additionally, Xaryxis doesn't require air, food, drink, or sleep.

Chosen of Correlon (3/Day). When Xaryxis makes an attack roll, ability check or saving throw, he can choose to roll a natural 20.

Conviction. Xaryxis has advantage on saving throws against being incapacitated or paralyzed. Additionally, magic can’t put him to sleep.

Divine Awareness. Xaryxis knows if he hears a lie.

Innate Spellcasting. Xaryxis' spellcasting ability is Charisma (spell save DC 20). Xaryxis can innately cast the following spells, requiring no components:

At will: detect evil and good, immolation

3/day each: dispel evil and good, flame strike, flesh to stone, freedom of movement

1/day each: commune, divine word, summon celestial (7th-level version)

Justice Incarnate (Mythic Trait; Recharges after a Short or Long Rest). If Xaryxis is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 200 hit points, and for 1 hour, his AC becomes 21, and he radiates bright light for 30 feet and dim light for another 30 feet (friendly creatures in this light have half-hover).

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

Spellcasting. Xaryxis is an 18th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Xaryxis has the following spells prepared:

Cantrips: guidance, light, sacred flame, spare the dying, thaumaturgy

1st level (4 slots): bless, command, guiding bolt, sanctuary, shield of faith

2nd level (3 slots): aid, hold person, silence, spiritual weapon

3rd level (3 slots): daylight, dispel magic, mass healing word, remove curse

4th level (3 slots): banishment, death ward

5th level (3 slots): greater restoration, mass cure wounds

6th level (1 slots): heal, heroes' feast

7th level (1 slots): conjure celestial, fire storm

8th level (1 slots): earthquake, holy aura

9th level (1 slots): mass heal

Steadfast Resolution (1/Day). After Xaryxis takes necrotic damage, he can use his reaction to enter a state of absolute determination against those that would stunt all growth. While he is concentrating on this state (as if concentrating on a spell), he has resistance to all damage, and advantage on all saving throws against the creature that dealt necrotic damage to him, and its allies.

In addition, he gains 32 temporary hitpoints.

Unstoppable. At the start of each of his turns, Xaryxis can end one condition on himself.

Actions

Multiattack. Xaryxis makes two melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, Reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 9 (2d8) radiant damage. If the target is a creature, then it  must succeed on a DC 19 Constitution saving throw or be blinded for 1 minute. A creature blinded in this way can repeat the saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Healing Touch (4/Day). Xaryxis touches another creature. The target regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Solar Eruption (Recharge 5-6). Xaryxis unleashes a massive flareup of cosmic energy in a 90-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 21 (6d6) fire damage plus 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also blinded until the end of its next turn.

Reactions

Vigilant Defender (Justice Incarnate only). Xaryxis makes an opportunity attack.

Legendary Actions

Xaryxis 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. Xaryxis regains spent legendary actions at the start of his turn.

Xaryxian Step. Xaryxis makes one melee weapon attack. He can instead move up to his speed towards a creature he can see.

Leadership (Costs 2 Actions). Xaryxis bolsters each ally within 30 feet of him. Until the end of Xaryxis’ next turn, a target can add a d6 to its attack rolls and saving throws.

Mythic Actions

If Xaryxis’ mythic trait is active, he can use the options below as legendary actions for 1 hour after using Justice Incarnate.

Mark of Corellon. Xaryxis makes a melee weapon attack against any number of creatures within his reach. Alternatively, he can mark one creature that he can see within 30 feet of him until the end of his next turn, or until he uses this ability again. While the target is marked, Xaryxis adds a d6 to his attack rolls against it.

Divine Retribution (Costs 2 Actions). Xaryxis gains advantage on all saving throws until the end of his next turn.

Description

Before he was a angel, before he was legend, Xaryxis was a warrior of compassion and conviction—an Astral Elf born in the earliest days of starlight. A paladin of radiant virtue, he walked among the scattered kin of the Seldarine not with sword alone, but with wisdom and song. In those days, chaos still gnawed at the borders of the multiverse. Mortals cried out for order, and in the void between realms, Xaryxis answered. Xaryxis did not seek dominion; he sought sanctuary. The first world of the Empire was not forged in conquest, but cultivated in harmony. Under a sky lit by a nameless, brilliant sun, Xaryxis and his followers built a civilization steeped in reverence—for life, for the divine, and for the sacred law that governs both. His people, inspired by the purity of his vision, named the star Xaryxis, and their empire after it. In time, he became less a ruler and more a living symbol—a bridge between mortal will and celestial law.
For his deeds, Xaryxis was not granted rest in death, but elevation. The Seldarine, beholding his unwavering heart, lifted his soul beyond mortality. He became an angel of the Higher Light, a radiant servant of order and mercy, robed in the white flame of Corellon’s grace. His name was etched in the living constellations, and his voice carried through the Astral Plane like the tolling of a sacred bell. He became the Lawgiver of the Starborn, a beacon to paladins, priests, and prophets alike. But time, as it always does, changed the world he left behind. Centuries turned to millennia, and the star that bore his name began to dim. His descendants, the noble house of Xilokiir, twisted the reverence of their forebear into dogma. The Seldarine’s guidance was replaced with ritualized silence, and faith was forged into weaponry. The Xaryxian Empire, once a sanctuary, became a machine—a hollow engine of conquest masked by gilded scripture. Astral Seeds were dropped upon innocent worlds, and whole planets were drained to keep the dying star aflame.
From the heart of Correlon’s dominion, Xaryxis wept. Though he bore no crown, the weight of the Empire’s sins fell upon his shoulders. He had founded the seed. He had planted the root. And now, it bore poisonous fruit. The Seldarine, who had long watched the corruption fester, turned to their faithful angel. And with solemnity, they gave a single command: end what you began. Now, Xaryxis walks again—no longer as a king or saint, but as a redeemer and reckoner. His form is cloaked in aetherial gold, his wings veined with starlight, and his eyes burn with grief-righteous flame. He carries no sword of steel; instead, he wields the Edict of Flame, a living decree forged from divine law, inscribed with the True Names of those he must confront—his own descendants among them.
To the Empire, his return is blasphemy. The Xaryxians name him The Betrayer Returned. The priests call his voice the Sundering Hymn. The Imperial Citadel, fearing the collapse of their legacy, has branded him a false spirit conjured by enemy deities But among the quiet, the oppressed, and the forgotten, his name is spoken in reverent whispers—as if recalling a father long thought dead. Xaryxis does not seek vengeance. He seeks atonement—for his Empire, and for himself. To him, justice is not punishment, but restoration. Each world he saves, each Astral Seed he extinguishes, is a prayer answered—one that was never spoken aloud, but felt in the heart of every soul scorched by imperial fire. He offers his foes redemption, but not twice. For if they choose tyranny, he will unmake them in holy light. Corellon watches silently as his champion descends through the veils of time and war. For even gods must answer to their children. And Xaryxis—once king, now angel—will see the star that bears his name shine clean once more. Or he will die in the attempt, and let it die with him. Thus marches the Father of the Xaryxians—not as a tyrant, but as a flame come home to cleanse the ashes.

Monster Tags: NPC

TheEternalEnigma