Large Celestial, Lawful Good
AC 22 Cosmic    Initiative +13 (23)
HP 449 (23d20 + 207)
Speed 45 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 Force, Necrotic; All damage but Force, Radiant, and Psychic
Immunities Charmed, Frightened, Grappled
Gear Cosmic
Senses Truesight; Passive Perception 25
Languages Celestial, Common
CR 29 (XP 135,000; PB +9)
Traits

Structural Rupture

Healing reduced by 50%.
When healed, creature takes 10 force damage.

Unraveling Presence

Creatures within 25 ft take 20 force at start of turn.

Actions

Multiattack

2 Tension Strikes
+18 to hit
8d12 force

Tension Sever

On hit, reduce target’s max HP by force damage dealt.
Restored only by long rest.

Planar Snap (Recharge 5–6)

Teleport 40 ft
Leave rift
At start of next round: 8d10 force in 20 ft radius.

Reactions

Legendary Resistances: 2

Legendary Actions

Legendary Actions (3/round)

  • Tear Step – Teleport 20 ft
    • Filament Lash – 4d10 force
    • Structural Collapse (cost 2) – 20 ft radius, DC 21 Con or restrained in spectral threads

 

 

Mythic Actions



 

Description

Aureate, the Filament Unbound

When the fire gutters and the halos fall silent, what remains is not radiant, nor wrathful. The towering form collapses inward, wings dissolving into pale threads of light that stretch and tremble like exposed nerves. Aureate stands neither masculine nor feminine now — a wan, hollow figure woven from thin strands of luminous force. The gold is gone. The warmth is gone. Only structure remains: divine power stripped of divinity itself. In this form, Aureate is not a god defending creation, but the raw filament beneath it — immense, unstable, and terribly unmoored.

Lair and Lair Actions

ROUND 1 — Falling Pillars

Option A — Dive Clear

Dex (Acrobatics) DC 20

Success: Avoid debris.

Failure: 6d10 bludgeoning + knocked prone.

Fail by 5+: Restrained under rubble (action to escape DC 20 Athletics).

Option B — Brace and Withstand

Con Save DC 20

Success: Half damage.

Failure: 8d10 bludgeoning.

Fail by 5+: Also stunned until end of next turn.

Option C — Shield Another

Athletics DC 22

Success: Target takes half damage, you take half.

Failure: Both take full.

 

ROUND 2 — Radiant Shockwave

Option A — Anchor Yourself

Strength (Athletics) DC 20

Success: Stay in place.

Failure: Thrown 20 ft and take 5d10 force.

Fail by 5+: Fall into fissure edge (Dex save next turn to avoid drop).

Option B — Ride the Wave

Dex Save DC 20

Success: Move up to 30 ft without provoking.

Failure: 6d10 force and knocked prone.

Option C — Stabilize the Engine

Arcana or Religion DC 22

Success: Reduce next collapse damage by 2d10 for everyone.

Failure: Take 4d10 force.

 

ROUND 3 — The Roof Gives Way

Option A — Find Cover

Perception DC 22 to spot safe zone

Move to it.

If you reach it: no damage.

If you fail: 10d10 bludgeoning.

Option B — Deflect Debris

Attack roll vs AC 25 (representing breaking stone mid-air)

Success: Reduce incoming damage by half.

Failure: Take full.

Option C — Endure the Skyfall

Con Save DC 26

Success: Half damage.

Failure: 10d10 bludgeoning.

Fail by 5+: Gain 1 level exhaustion.

 

Habitat: Planar (Upper Planes)

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