Medium Celestial, Any Alignment
Armor Class 16 Naturel Resistent
Hit Points 206 (17d10 + 68)
Speed 120 ft., Fly 60 ft.
STR
13 (+1)
DEX
16 (+3)
CON
18 (+4)
INT
17 (+3)
WIS
16 (+3)
CHA
25 (+7)
Saving Throws CON +13, CHA +16
Damage Immunities Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Blinded, Exhaustion, Petrified, Unconscious
Senses Blindsight 120, Darkvision 120, Passive Perception 15
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Inability to Die. The creature cannot die by conventional means. If it is reduced to 0 hit points, it doesn't fall unconscious or die. Instead, it immediately regains 100 hit points, ends all conditions and effects currently affecting it, and recharges all of its Recharge abilities. This trait can activate only once. If the creature is reduced to 0 hit points again after this trait has been used, it dies normally.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 25, +15 to hit with spell attacks). The [Sol] has following spells prepared:
Cantrips (at will): [Minor Illusion], [Prestidigitation]
1st level (at will): [Disguise Self], [Silent Image]
2st level (at will):[Mirror Image], [Phantasmal Force]
3st level (at will):[Major Image], [Hypnotic Pattern]
4st level (at will):[Greater Invisibility]
5st level (at will):[Mislead]
6st level (at will):[Programmed Illusion]
7st level (at will):[Project Image]

Actions

Multiattack. The creature makes three attacks: two with its Scorching Beam and one with Infernal Nova if available

Scorching Beam. Ranged Spell Attack: [+19] to hit, range 300 ft., one target. Hit: 49 [10d8 + 4] fire damage, and the target cannot regain hit points until the start of the creature's next turn.

Infernal Nova (Recharge 6). Flames explode outward in a 60-foot-radius sphere centered on the creature. Each creature of the creature's choice in the area must make a DC 27 Dexterity saving throw, taking 88 [16d10] fire damage on a failed save, or half as much damage on a successful one. Objects and nonmagical flammable materials ignite.

Bonus Actions

Meteor Barrage (1/Day). The creature summons burning meteors that crash down at up to four points it can see within 300 feet. Each meteor creates a 20-foot-radius explosion. Creatures in an explosion must make a DC 27 Dexterity saving throw, taking 45 [10d8] bludgeoning damage plus 45 [10d8] fire damage on a failed save, or half as much damage on a successful one.

Reactions

Radiant Refraction. Reaction. When the creature is hit by an attack or fails a saving throw against a spell, it bends the surrounding light into a blinding prism. The triggering attack is made with disadvantage (if applicable), or the creature gains a +5 bonus to the triggering saving throw, potentially causing it to succeed instead.

Each creature of the creature's choice within 20 feet of it must succeed on a DC 27 Constitution saving throw or take 22 [4d10] radiant damage and be blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.

Legendary Actions

You Have 3 Legendary Actions

Gravitational pull (Costs 1 Actions) 

The creature manipulates gravity in a 30-foot radius centered on a point it can see within 60 feet.

Each Enemy of the creature's choice in that area must succeed on a Strength saving throw (DC = 25) or be pulled up to 20 feet toward the chosen point.

A creature pulled in this way:

  • Doesn't provoke opportunity attacks.
  • takes [6d8] force damage
  • Stops early if it collides with solid terrain or another creature.
  • If it ends within 5 feet of the chosen point, its speed becomes 0 until the start of its next turn as the crushing gravity holds it in place.

On a successful save, a creature is pulled only 10 feet and suffers no additional effect.

Mythic Actions

Celestial Shield (Costs 2 Actions). The aspect manifests seven spectral ancient gold dragons around himself that protect him; he gains 77 temporary hit points until the start of his next turn.

Celestial Lances (Costs 3 Actions). The aspect conjures four enormous lances of magical force that plummet to the ground at four different points he can see within 150 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw or take 24 (7d6) force damage. A creature in the area of more than one lance is affected only once.

Description

Enter a general description for your monster here.

JJ_Lyn

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