Large Celestial, Neutral Good
Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft.
STR
26 (+8)
DEX
26 (+8)
CON
26 (+8)
INT
27 (+8)
WIS
22 (+6)
CHA
19 (+4)
Saving Throws INT +15, WIS +13, CHA +11
Skills Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Divine Weapons. The Mystic's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. The Mystic knows if it hears a lie.

Innate Spellcasting. The Mystic's spellcasting ability is Intelligence (spell save DC 23). It can innately cast the following spells, requiring no material components:

At will: Gentle Repose, arcane sword 

3/day each: Black Tentacles, Blight, resurrectionSunburst 

1/day each: Phantasmal Killer, control weather

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

Actions

Multiattack. The Mystic makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Healing Touch (4/Day). The Mystic touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

The solar can take 5 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. The solar regains spent legendary actions at the start of its turn.

Teleport. The Mystic magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Chain Lightning (Costs 1 Actions). The Mystic creates a bolt of lightning that arcs toward a target of his choice that he can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. 
A target must make a DC 18 Dexterity saving throw. The target takes (10d8) lightning damage on a failed save, or half as much damage on a successful one.

Eternal Light (Costs 2 Actions). The Mystic emits magical, divine energy. Each creature of its choice in a 20-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Eternal Death (Costs 3 Actions). The Mystic targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 18 Constitution saving throw or be instantly killed and have their soul ripped from their body, preventing resurrection until the soul can be claimed back from the Mystic. 

Monster Tags: Angel

FightNight