Large Celestial, Lawful Good
Armor Class 21
Hit Points 500 (30d12)
Speed
STR
18 (+4)
DEX
24 (+7)
CON
20 (+5)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +13, DEX +16, CON +14, INT +19, WIS +19, CHA +19
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Damage from Spells
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Poisoned, Unconscious
Senses Passive Perception 25
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Celestial. All celestial gods have advantage against magical saving throws. 

Spellcasting. [Celestar] is a 20th-level spellcaster. His spellcasting ability is [30] (spell save DC 24, +15 to hit with spell attacks). Celestar has access to all Spells, regardless of class. 

Favored Spells: 

 meteor swarm  

control weather  

maddening darkness  

maze  

power word pain  

reverse gravity  

chain lightning  

wall of ice

dominate person  

telekinesis  

blink  

counterspell  

fireball  

lightning bolt  

slow  

blur  

darkness  

hold person    

misty step    

fog cloud    

sickening radiance    

fire bolt    

heal    

Actions

Multi-attack. On each turn, Celestar may cast two spells, control his sphere, and use a bonus action. He may cast a cantrip as a bonus action, dash, death's embrace, or attack with his pike. 

Death's Embrace. Celestar can shape-shift into smokey darkness at will. As a bonus action, Celestar can shape-shift and travel up to 100ft. If he passes through a living thing, it takes 4d10 Necrotic damage and must make a Con saving throw. On a failure, the target suffers one level of exhaustion. 

Sphere of Darkness. This necrotic sphere of gravity demolishes all that it passes through and all matter that passes through it. As a free action on each of his turns, Celestar may move the sphere up to 50ft. Anything that touches the sphere that isn't completely engulfed sufferers 7d10 Necrotic damage. 

Pike of the Underwolrd. Gives advantage on spell attack rolls. Melee Weapon Attack: +12 to hit, 2d8 Piercing, 3d10 Necrotic. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Elder god. 5 times per day, when Celestar fails a saving throw, he may choose to instead succeed. 

Celestial Regeneration (Costs 2 Actions, twice per day). Divine energy wraps Celestar in an Invulnerable Cacoon. For the duration, he is invulnerable to all damage, and heals for 12d20+30 HP. 

Description

 The God of Death, Celestar, is a widely
misunderstood God, so he'd have you think.
Celestar originally was in charge of
maintaining the death of Elves, Theyodysus's
creation. However, this was un-purposeful work,
for Elves never died. They were born from a god's
point of view, without imperfections. So, Celestar created
Man, a creative image of life, imperfect, but able to achieve
close to perfection. They were flawed, but could work towards a potential. He
considered them the purest form of life. But, they waged war
on the elves, and themselves, and created hate, sin, and
everything evil. Many humans did not seek to achieve
goodness, but instead became evil. Eventually, Pyromantus was
created to manage war, and the world only became worse.
So, in the 4th age, Celestar united with Sira to destroy
the other gods that would resist him, in his conquest to fix his
mistake. He wanted to end all human life, in order to bring
about balance once again. However, Goldar resisted, and
defeated even the great Celestar in battle.
However, Goldar never had the courage to kill Celestar, for
killing him would destroy his soul, so he trapped him in the
Celestial Plane instead. Goldar's actions will now have
consequenses, for his return means the end of humanity. 

ConorTheJohn

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