Medium Celestial, Neutral Evil
Armor Class 23 Scale Mail +4
Hit Points 400 (28d8 + 224)
Speed 80 ft., Fly 120 ft.
STR
21 (+5)
DEX
30 (+10)
CON
27 (+8)
INT
21 (+5)
WIS
22 (+6)
CHA
30 (+10)
Saving Throws STR +13, DEX +18, CON +16, INT +13, WIS +14, CHA +18
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 50 miles, Truesight 800 ft, Passive Perception 26
Languages Languages All, Telepathy 300ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Discorporation. When an intermediate god drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Divine Might. An intermediate god's attacks and effects targeting creatures of below CR 20 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).

Spellcasting. The Shar is a 20-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 23, +15 to hit with spell attacks). Shar has following spells prepared:
at will: comprehend languages, contact other plane, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove curse, scrying, sending,shield, shield of faith, telekinesis, teleport dimension door, bane], fly, suggestion, locate object, major image, fear, protection from evil and good, darkness, silence tasha’s hideous laughter

3/day each: aid (symbol (insanity), blade barrier, counterspell, dispel evil and good, destructive wave, protection from energy

1/day each: antimagic field mind blank, maddening darkness, feeblemind

Magic Weapons: Shar's weapon attacks are magical.

Shadow Cloak Aura: Shar cloaks the area around her in an aura of darkness out to 60-foot radius.

Regeneration: Shar regenerates 25hp at the start of her turn.

Actions

Multiattack. Shar can take three actions: any combination of
melee or ranged attacks and at-will spells.

Shadow Blade. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 30 (5d8+10) [psychic] damage. 

Shadow Tendril. Ranged Weapon Attack: +15 to hit, range 300/600 ft., 1 target. Hit: 24 (7d6) [necrotic] damage.

Consuming Darkness (Recharge 5-6). All creatures of Shar's choice within her Shadow Aura must make a DC 23 Constitution saving throw, taking  36 (6d12) [necrotic] damage and has disadvantage on all of its actions until the end of Shar’s next turn on a failed save, or half as much damage on a successful one.

Summon Phantasm (Recharge 6). Shar teleports to an unoccupied space within 120 feet of her. In addition, she conjures two Shadow Phantasms, which appear within 120 feet of her original position, appearing when she reappears from her teleportation.

Legendary Actions

Shar can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If Sehanine has unspent legendary actions at the end of the round, it may spend and
immediately use its remaining legendary actions. Shar regains spent legendary actions at the start of its turn.

Attack. Shar makes a melee or ranged weapon attack.
Quick Casting. Shar casts an at-will spell.
Move. Shar moves up to half her speed.
Innate Casting (Costs 2 Actions). The Shar casts a spell.
Penumbra Strike (Costs 2 Actions). Shar teleports up to 60 feet to an unoccupied space adjacent to a target and makes a melee attack with advantage.
Mental Eclipse (Cost 3 Actions). All creatures of Shar’s choice within her Shadow Cloak Aura must make a DC 23 Constitution saving throw or be charmed by Shar. While charmed in this way, a creature cannot take any actions or reactions and must use its turn to move, at half speed, closer to Shar. When the creature is within 10 feet of Shar it is dominated by Shar as in the spell Dominate Monster. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Shar’s Moon Tide for the next 12 hours.

LittleZeno

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