Gargantuan Celestial, Neutral Evil
Armor Class 16 (scale mail)
Hit Points 380 (40d12 + 100)
Speed 50 ft., Swim 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +14, CON +10, WIS +9, CHA +9
Skills Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistances Cold
Damage Immunities Lightning, Thunder
Senses Passive Perception 19
Languages Common, Giant
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The giant can breathe air and water.

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

At will: detect magic, feather fall, levitate, light

3/day each: control weather, water breathing

Actions

Multiattack. The giant makes two greatsword attacks. Or one sweeping attack and a Greatsword attack

Greatsword. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 30 (6d6 + 9) slashing damage. 

Sweeping Attack. Melee Weapon Attack: +14 to hit, reach 20ft, any creature within 20ft of Atlas is the target as he swings his blade around him, Hit: 30 (6d6 +9)

Star. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) radiant damage.

Star Strike(Recharge 4–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Resistance (3/day )

Description

Atlas is an 80ft tall Titan with black skin and grayed hair, who drags a 20ft sword along the ground, His voice is raspy and cruel but he can be persuaded and talked two, but he is somewhat aggressive 

Lair and Lair Actions

As the adventurers approaches, they roll a d100, this represents the amount of seconds until they are hit by a star from a floating explosive starfield at 120 ft. Floating Star: A large explosive star hits a party member and that party member and anyone within 10ft must succeed on a dc 17 Dexterity save or take (6d10+6) radiant damage on a failed save and half as much on a successful save at one mile from Atlas the party experiances a halving of gravity so lifting and carrying capacity is doubled, weight is halved and and they can jump twice as high and as far. The entire area from a mile inwards is dim light. As they reach a quarter mile from Atlas the gravity is now one quarter so lifting and carrying is quadrupled, weight is quartered and the rule where you can only jump equal to your walking speed is removed e.g. creatures can jump 80ft in a turn if they have a 20 strength. This also means that Atlas can jump 120ft. Once the party is within 600ft of Atlas the ground becomes potted with holes and becomes difficult terrain. There are now floating boulders littered throughout the air, which take dc 10 athletics check to properly land on. At the top of the round starting from this point forward Atlas can choose to roll a d6 on a 1 the boulders go down 10ft. On a 2 the boulders go up 10ft, on a 3 the boulders go left by 10ft, 4 right by ten feet, 5 forward 10 ft, 6 backward 10ft. Any members on the boulders must make a DC15 athletics or acrobatics to remain on the boulder. Fall damage is also quartered so 40ft is a d6 

Habitat: CoastalUnderwater

ThePeaceTank

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