Trait Name. field of dominance.
Spellcasting. The celesia's fragment is a 30th-level spellcaster. Its spellcasting ability is charisma (spell save DC 26. +18 to hit with spell attacks). The fragment has following cleric and sorcerer spells prepared:
Cantrips (at will): Sacred Flame, Thaumaturgy, Guidance, Word of Radiance, Light 1st level (4 slots): Shield, Command, Detect Evil and Good, Protection from Evil and Good
2nd level (3 slots): Lesser Restoration, Hold Person, Zone of Truth
3rd level (3 slots): Dispel Magic, Spirit Guardians, Revivify
4th level (3 slots): Banishment, Guardian of Faith, Freedom of Movement
5th level (3 slots): Greater Restoration, Flame Strike, Hallow
6th level (2 slots): Blade Barrier, Heal
7th level (2 slots): Plane Shift, Divine Word
8th level (1 slot): Holy Aura, Antimagic Field
9th level (1 slot): Mass Heal, Gate
Divine Supremacy. The fragment ignores material components for its spells, and its spells cannot be counterspelled or dispelled unless the caster succeeds on a DC 26 ability check using their spellcasting ability.
Action: Judgment of the Blessed
The Fragment targets one creature it can see that has attempted to harm a creature under the Blessing. The target must succeed on a DC 26 Charisma saving throw or be stunned until the end of its next turn and take 72 (16d8) radiant damage. On a success, the creature takes half damage and isn’t stunned.
(No attack roll. Pure divine authority.)
Action: Celestial Severance
Action Melee Attack.
Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit: 58 (8d10 + 14) radiant damage, and the target must succeed on a DC 26 Constitution saving throw or lose resistance and immunity to radiant damage until the end of its next turn.
Action: Phlogiston Lance
Action Ranged Attack.
Ranged Weapon Attack: +18 to hit, range 120/360 ft., one target.
Hit: 66 (12d10) force damage, and the target’s speed becomes 0 until the end of its next turn as glowing cosmic filaments bind it.
Action: Unmaking Pulse (Recharge 5–6)
The Fragment emits a wave of divine force. Each hostile creature of its choice within 60 feet must make a DC 26 Constitution saving throw.
Failure: 90 (20d8) radiant damage and the creature is banished until the end of its next turn.
Success: Half damage and not banished.
Creatures banished this way reappear prone in their original space.
Action: Word of Absolute Denial
The Fragment speaks a single divine syllable. One creature it can see within 120 feet must succeed on a DC 26 Wisdom saving throw or be restrained, silenced, and unable to cast spells until the end of its next turn.
Action: Devine summon
The Fragment summons 5 holy mageus (check my creations for more info on that monster)
Bonus Action: Divine Repositioning
The Fragment magically teleports up to 60 feet to an unoccupied space it can see. This movement does not provoke opportunity attacks, and the Fragment may pass through magical barriers and force effects as if they were difficult terrain.
Bonus Action: Mark of Judgment
The Fragment targets one creature it can see within 120 feet that has attempted to harm a creature under the Blessing. The target becomes Marked by Judgment until the Fragment is destroyed or the mark is fulfilled.
While marked, the creature cannot benefit from invisibility or advantage on attack rolls.
Bonus Action: Phlogiston Ward
The Fragment creates a shimmering veil of cosmic light around itself or a creature it can see within 30 feet. The ward lasts until the start of the Fragment’s next turn and grants:
Resistance to all damage
Advantage on saving throws against spells
Bonus Action: Lawbound Suppression
The Fragment chooses one magical effect it can see within 60 feet. The effect is suppressed until the end of the Fragment’s next turn.
Bonus Action: Quiet Verdict
The Fragment fixes its gaze on one creature within 60 feet. Until the end of that creature’s next turn, it cannot take reactions and its speed is reduced to 0.
The Fragment can take only one bonus action on its turn.
Reaction: Immediate Judgment
Trigger: A creature within 120 feet attempts to harm a creature under the Blessing.
The Fragment instantly targets the triggering creature. The target must succeed on a DC 26 Wisdom saving throw or take 55 (10d10) radiant damage and be stunned until the end of its next turn. On a success, the creature takes half damage and isn’t stunned.
Reaction: Denial of Harm
Trigger: A creature the Fragment can see within 60 feet takes damage.
The Fragment reduces the damage to 0, and the source of the damage takes 40 radiant damage.
Reaction: Spell Unwritten
Trigger: A creature within 120 feet casts a spell that would harm a protected creature.
The spell fails, expending the slot, and the caster takes 36 (8d8) radiant damage. If the spell was 7th level or higher, the caster is also silenced until the end of its next turn.
Reaction: Cosmic Interposition
Trigger: A creature makes an attack roll against a protected creature.
The Fragment teleports to an unoccupied space within 5 feet of the attacker, causing the triggering attack to automatically miss.
Reaction: Verdict Fulfilled
Trigger: A marked creature is reduced to 0 hit points.
The Fragment regains 50 hit points, and all remaining protected creatures gain advantage on saving throws until the end of the Fragment’s next turn.
The Fragment can take only one reaction per round.
Legendary Action: Divine Step
The Fragment magically teleports up to 30 feet to an unoccupied space it can see.
Cost: 1 Legendary Action
Legendary Action: Radiant Rebuke
The Fragment targets one creature it can see within 60 feet that has attempted to harm a creature under the Blessing.
The target must succeed on a DC 26 Constitution saving throw or take 27 (6d8) radiant damage and have disadvantage on its next attack roll or saving throw before the end of its next turn.
Cost: 1 Legendary Action
Legendary Action: Suppress the Unlawful
The Fragment chooses one creature it can see within 60 feet. Until the end of that creature’s next turn, it cannot gain advantage on attack rolls or saving throws, and any magical bonuses it has are suppressed.
Cost: 2 Legendary Actions
Legendary Action: Phlogiston Collapse
The Fragment releases a pulse of cosmic force. Each hostile creature of its choice within 30 feet must succeed on a DC 26 Dexterity saving throw or take 45 (10d8) force damage and be pushed 20 feet away.
Cost: 2 Legendary Actions
Legendary Action: Final Notice
The Fragment targets one creature it can see within 120 feet that is Marked by Judgment. The target takes 40 radiant damage and cannot take reactions until the end of its next turn.
Cost: 3 Legendary Actions
Mythic Trait: Fragment of the First Law
If the Fragment is reduced to 0 hit points, it does not die. Instead, the Fragment sheds its physical form and reveals its Primordial Aspect. All conditions affecting it end, it regains 400 hit points, and its Mythic Actions become available.
When the Fragment enters this form, each hostile creature of its choice within 120 feet must succeed on a DC 26 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once the Fragment uses this trait, it can’t do so again until it finishes a long rest.
If the Fragment’s mythic trait is active, the encounter counts as two encounters for the purposes of awarding XP.
Mythic Action: Law Incarnate
The Fragment targets one creature it can see within 120 feet that has violated the Blessing. The target must succeed on a DC 26 Charisma saving throw or be restrained by glowing sigils of cosmic law until the end of its next turn. While restrained this way, the creature cannot cast spells or teleport.
Cost: 1 Mythic Action
Mythic Action: Phlogiston Overwrite
The Fragment chooses a point it can see within 60 feet. All magical effects of 8th level or lower in a 20-foot radius centered on that point immediately end. Each hostile creature in the area must then make a DC 26 Constitution saving throw, taking 54 (12d8) radiant damage on a failure, or half as much on a success.
Cost: 2 Mythic Actions
Mythic Action: Verdict Beyond Death
The Fragment targets one creature it can see within 120 feet that is Marked by Judgment. The target must succeed on a DC 26 Wisdom saving throw or drop to 1 hit point, fall prone, and be incapacitated until the end of its next turn.
If the target fails the saving throw by 5 or more, it instead drops to 0 hit points and is stable.
Cost: 2 Mythic Actions
Mythic Action: Rewrite Reality
The Fragment chooses one roll it can see within 120 feet (attack roll, saving throw, or ability check). The roll is treated as if the die had rolled a 1 or a 20 (Fragment’s choice).
Cost: 3 Mythic Actions
Mythic Action: End of Tolerance
The Fragment emits a wave of annihilating light. Each hostile creature of its choice within 60 feet must make a DC 26 Constitution saving throw.
Failure: 72 (16d8) radiant damage, and the creature gains one level of exhaustion.
Success: Half damage and no exhaustion.
Cost: 3 Mythic Actions
Description
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Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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1/30/2026 3:14:46 AM
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Posted Jan 30, 2026i forgot to mention but once the fragment casts Devine summon it must do a long rest before being able to cast it again