Large Celestial, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 343 (18d20 + 144)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +15, WIS +15, CHA +18
Skills Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Angelic Weapons. Celebrimbor's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. Celebrimbor knows if he hears a lie.

 

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

Actions

Multiattack. Celebrimbor makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) necrotic damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) necrotic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. Celebrimbor releases his greatsword to hover magically in an unoccupied space within 5 feet of him. If Celebrimbor can see the sword, Celebrimbor can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, Celebrimbor is considered to be holding it. The hovering sword falls if Celebrimbor dies.

Healing Touch (4/Day). Celebrimbor touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

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

Teleport. Celebrimbor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Searing Burst (Costs 2 Actions). Celebrimbor emits magical, divine energy. Each creature of his choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Celebrimbor targets one creature he can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Monster Tags: Angel

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