Gargantuan Celestial, Lawful Good
AC 26 Natural, Radiant    Initiative +13 (23)
HP 649 (33d20 + 303)
Speed 80 ft.
Mod Save
STR 27 +8 +33
DEX 26 +8 +33
CON 30 +10 +37
Mod Save
INT 22 +6 +29
WIS 26 +8 +34
CHA 28 +9 +36
Resistances Psychic, Radiant; All damage but Force, Radiant, and Psychic
Gear Radiant
Senses Truesight; Passive Perception 25
Languages Celestial, Common
CR 29 (XP 135,000; PB +9)
Traits

Divine Radiance (Passive)

Creatures that start their turn within 20 ft take 20 radiant damage.

Halo of Sovereignty

While Aureate is above 50% HP:

  • Cannot be stunned, paralyzed, or restrained.
  • Has advantage on saving throws.
Actions

Multiattack

3 Radiant Lances (Ranged 120 ft)
+18 to hit
4d12 radiant + 2d10 psychic

Blinding Lament (Recharge 5–6)

60 ft cone
16d8 radiant
DC 24 Con save or blinded until end of next turn.

Reactions

Legendary Resistances: 5

Legendary Actions

Legendary Actions (3/round)

  • Radiant Pulse – 4d10 radiant in 15 ft
    • Wing Reposition – Move 40 ft
    • Psychic Rebuke – 3d10 psychic, DC 24 Wis or disadvantage on next attack

 

Mythic Actions

Mythic Trigger

When Aureate drops to 0 HP in this phase:

She does not die.

All radiant damage explodes outward.

Each creature takes 10d10 radiant (DC 24 Con half).

She immediately transforms into Phase II and regains 550 HP.

Description

Aureate, Radiant Sovereign

Aureate manifests as a towering celestial figure of blinding gold, her six vast wings formed of living light and crowned by concentric halos that burn like newborn suns. Her armor is not forged metal but divine radiance made solid, etched with shifting sigils of law and creation. She speaks with calm authority, her presence heavy with compassion and inevitability alike. To stand before her is to feel both judged and understood as though the light sees not only what you are, but what you could have been.

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.

Habitat: Planar (Upper Planes)

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