Large Celestial, Lawful Evil
Armor Class 18 Natural armor
Hit Points 125 (13d10 + 60)
Speed 40 ft.
STR
24 (+7)
DEX
18 (+4)
CON
19 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
21 (+5)
Saving Throws WIS +10, CHA +10
Skills Deception +9, Insight +9, Perception +9, Persuasion +9
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Aura of False Divinity. A creature that starts its turn within 30 feet of Baal must make a DC 17 Wisdom saving throw, provided Baal isn't incapacitated. On a failed save, the creature is charmed by Baal. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to Baal's Aura of False Divinity for 24 hours.

Innate Spellcasting. Baal's spellcasting ability is Charisma (spell save DC 17). Baal can innately cast the following spells, requiring no material components:

At will: charm person, cure wounds, disguise self, thaumaturgy, guiding bolt

1/day each: commune, dominate person, insect plague, mass suggestion, raise dead, holy weapon

Magic Resistance. The radiant idol has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If Baal fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Baal makes two melee attacks, one with the flail and one with the greatsword.

Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage plus 18 (4d8) radiant damage.

Radiant Strike (2/Day). Baal chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until Baal dismisses it as a bonus action. Each creature in the cylinder when it appears or that ends its turn there must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.

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.

Description

A radiant idol was an angel that was banished from the celestial realm and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers.

Monster Tags: Angel

gokuplayer99

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