Large Celestial (Human), Chaotic Evil
Armor Class 17
Hit Points 180 (19d10 + 76)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +9, INT +6, WIS +7
Skills Intimidation +5, Perception +7, Survival +7
Damage Resistances Cold, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft, Passive Perception 17
Languages Celestial, Common, Infernal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Warden’s Authority.  

As an action, Valkar and all allied units within 30 ft. gain +1 AC and advantage on saving throws against fear and charm while Valkar is conscious. (last for 1 minute/concentration.)

Arc-Tech Core.  

Valkar’s armor is powered by an arcane reactor. Once per long rest as an action, he can overload it to regain 50 HP and emit a shockwave: all creatures within 20 ft. must succeed on a DC 16 Strength saving throw or be knocked prone and take (3d10) force damage.

Actions

Voidpiercer Rifle. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target.  

Hit: 2d10 piercing + 1d10 necrotic. On a crit, the target must succeed on a DC 16 Con save or be stunned until the end of Valkar’s next turn.

Horned Charge. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.  

Hit: 2d8 bludgeoning + 1d6 force. If Valkar moved at least 20 ft. straight toward the target, they must succeed on a DC 17 Strength save or be knocked prone.

Suppressive Barrage (Recharge 5–6).  

Valkar fires a cone of arcane bullets in a 60-ft. cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 4d10 piercing damage on a failed save, or half as much on a success. Creatures that fail are also half speed until end of next turn.

Bonus Actions

Midnight Protocol (3/Day).  

As a bonus action, Valkar activates a stealth field, becoming invisible until the start of his next turn or until he attacks. While invisible, he gains advantage on all attack rolls and cannot be targeted by opportunity attacks.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

(3)

Shadow Step.(cost 1) Valkar teleports up to 30 ft. to an unoccupied space he can see.

Target Lock.(costs 2) Valkar marks a creature within 60 ft.; until the end of his next turn, he has advantage on attacks against it.  

Overwatch Pulse (Costs 2 Actions). Valkar scans the battlefield, granting all allies within 60 ft. +10 movement and advantage on their first attack.

 

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 # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

JarrettMartin

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