Medium Celestial (Titan), Neutral Evil
Armor Class 23 (curse)
Hit Points 630 (45d8 + 405)
Speed 50 ft.
STR
30 (+10)
DEX
26 (+8)
CON
28 (+9)
INT
14 (+2)
WIS
20 (+5)
CHA
13 (+1)
Saving Throws STR +18, DEX +16, CON +17, WIS +13
Skills Acrobatics +16, Athletics +18, Perception +13, Survival +21
Damage Vulnerabilities Psychic
Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Passive Perception 23
Languages Celestial, Common, Giant
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits
Legendary Resistance (3/Day). If Baldur fails a saving throw, he can choose to succeed instead.
Regeneration. Baldur regains 30 hit points at the start of his turn.
Magic Resistance. Baldur has advantage on saving throws against spells and other magical effects.
Magic Weapons. Baldur's fist attacks are magical.
Elemental Attunement. As a bonus action, Baldur can wreath himself in an aura of flame or aura of biting cold. This changes the radiant damage of his attacks to fire or cold damage and grants him immunity to that damage.
A Divine Blessing or a Curse? Baldur has been blessed by his mother to have divine invincibility. This grants him immunity to mundane weapons and resistance to all damage, magical or physical. It also makes critical hits deal normal damage. But this is a also a curse, as this takes away his ability to feel, nearly driving Baldur insane, causing a vulnerability to psychic damage. If the curse is ever removed, Baldur is reduced to immunity to damage from nonmagical weapons, resistance to damage from magical weapons, and immunity to radiant damage, but loses his vulnerability to psychic damage.
Aesir. As a god, Baldur is immortal unless killed by another god or by special weaponry. His body disappears and Baldur resurrects 1d4 days later in a random location on his current plane of existence.
Actions

Muliattack. Baldur makes 4 fist attacks. He can use 2 bolts in place of two fists, Burst in place of two fists, or Wave in place of two fists.

Fists. Melee Weapon Attack: +18 to hit, reach 5 ft., 1 target. Hit: 25 (3d10 + 10) bludgeoning damage plus 7 (2d6) radiant Damage

Bolt. Ranged Spell Attack: +14 to hit, range 20/60 ft., 1 target. Hit: 20 (4d10+5) radiant damage.

Burst. Baldur strikes the ground, expelling as burst of energy. Creatures within 5 ft. must make a DC 24 Dexterity saving throw, taking 45 (10d8) radiant damage a failure, or half as much on a successful one. Creatures within 5 ft. must also roll a DC 24 Strength saving throw or be knocked away 30 ft.

Wave. Baldur strikes the ground, unleashed a wave of  energies in a line 60 ft. long and 5 ft. wide. Creature in the area must make a DC 24 Dexterity Saving throw, suffering 59 (13d8) radiant damage, or half as much on a success.

 

Legendary Actions

Baldur can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Baldur regains spent legendary actions at the start of its turn. 

Strike. Baldur makes a fist or bolt attack.

Dash. Baldur moves up to 30 feet and makes a fist attack. This movement doesn't provoke opportunity attacks.

Runic Switch (cost 2 actions). Baldur can change his Elemental Attunement or turn it off. He cause a burst of energy when he switches, forcing all creatures within 5 feet to make a DC 20 Dexterity saving throw, suffering 20 (5d8) cold or fire damage, or half  as much on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
5/29/2020 7:45:39 AM
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Coming Soon

Monster Tags: Titan

Habitat: ForestMountain

Vyatsimir

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