Large Celestial, Any Evil Alignment
AC 21    Initiative +15 (25)
HP 306 (20d10 + 180)
Speed
Mod Save
STR 26 +8 +8
DEX 22 +6 +6
CON 26 +8 +8
Mod Save
INT 25 +7 +7
WIS 25 +7 +7
CHA 30 +10 +10
Immunities Fire; Charmed, Paralyzed
Senses Passive Perception 15
Languages None
CR 22 (XP 41,000; PB +7)
Traits

Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead.

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

Actions

Multiattack. Makes 3 attacks

Fires of the Planes Whip. Melee Weapon Attack: +15 to hit, reach 20 ft., # target. Hit: 20 (4d# + 6) [slashing] damage .7 (2d6) [fire] damage

  • On a successful hit
    • Player Takes full damage
    • Player Takes half damage and is pulled 10 ft towards Aing unless passing a DC 16 Dex check
    • Player Takes half damage and is Slowed unless passing a DC 16 Wis check
Bonus Actions

Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

Legendary Actions

Light Step: In areas with light Aing can change into fire form. In this form they are resistant to all damage and can only more to areas with light. They release this form when in shadow

Shadow Tag: When in a shadow of a person the person must make a DC 16 Wisdom saving throw or has the paralyzed condition

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count , the Aing awakening takes a lair action to cause one of the following effects; Aing can’t use the same effect two rounds in a row:

  • Colum of light: Create a 10 ft by 50 ft Colum of fire that lights a 20 ft square. In the 20 ft plays receive the blinded condition and take 2d10 fire damage. Light casts for 40 ft with shadows on the opposite side. 
  • Dismiss the Colum of light: Can only have 1 column at a time and can not move unless it is dismissed first 
  • Fire Breath: 3d10 cone of fire from the statues. Roll 5/6 to recharge 

 

clairebee97

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