Large Celestial
Armor Class 14 Natural Armor
Hit Points 36 (8d8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +4, CON +3
Condition Immunities Frightened
Senses Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Trait Name. Rsistant to one random damage type at the start of combat

Wild Pulse (Recharge 5–6):
Each creature within 15 ft rolls a d6:

1 – Take 1d6 force damage
2 – Teleport 10 ft randomly
3 – Gain advantage on next attack
4 – Fall prone
5 – Heal 1d6 HP
6 – Nothing happens

Actions

Action Melee Attack. Chaos Staff: +4 to hit
Hit: 1d6+2 bludgeoning + 1d4 random elemental damage

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

It apears to be a large chaos spark clad in robes and carrying a black and red staff with a glowing black orb on top of the staff 

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.

creation12321

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