My Documents
Become a Patron!
___ > ## Pytor > *Medium celestial, unaligned* > ___ > - **Armor Class** 20 > - **Hit Points** 565 > - **Speed** 30 ft., fly 50 ft. (hover) > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |12 (+1)|22 (+6)|14 (+2)|16 (+3)|18 (+4)|26 (+8)| > ___ > - **Saving Throws** Cha +14, Dex/Wis +9, Str/Con/Int +3 > - **Damage Resistances** acid, lightning, thunder, cold, slashing, piercing, bludgeoning, radiant > - **Damage Immunities** necrotic, poison, fire > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, blinded > - **Senses** darkvision 60 ft., truesight 120 ft., passive Perception 14 > - **Languages** Common > - **Challenge** 15 (12500 XP) > ___ > - **Attacks** +16 to hit. _Hit:_ 71 damage > - **Attack DCs** Primary DC 23, Secondary DC 20 > ___ > ***Heat Aura.*** All creatures that start their turn within 60 feet must make a DC 19 Con save or gain exhaustion. > > ***Unconquerable Sun.*** When reduced to 1/2 hp, casts Sunburst point blank. When reduced to 0 hp, casts Sunburst again and discorporates. > > ***Magic Resistance.*** You have advantage on saving throws against spells and other magical effects. > > ***Legendary Resistance (3/Day).*** If Pytor fails a saving throw, he can choose to succeed. > > ### Actions > ***Multiattack.*** Pytor can use any combination of 2 Solar Rays or Sunblades. > > ***Sunblade.*** Melee Weapon Attack: +16 vs AC, 10 ft. Hit: 16 radiant damage and 3 fire. The target is ignited, taking 3(1d6) fire damage at the start of their turns until extinguished. > > ***Solar Ray.*** Ranged Spell Attack: +16 vs AC, 120 ft. Hit: 19(2d10 + 8) fire and 11(2d10) radiant damage. Con DC 19 or blinded until his next turn. > > ***Fireball.*** 35(10d6) fire in a 20ft radius, Dex DC 19 half. > > ***Gravity Crush.*** Strength DC 19 or be pushed/pulled 20 feet and restrained. > > ### Reactions > ***Molten Punishment.*** When hit by enemy; either Heat Metal on their weapon or 14(4d6) fire damage and ignite, Dex 19 negates. > > ### Legendary Actions > You can take 3 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. You regain spent legendary actions at the start of your turn. > > ***Glint of Power.*** Sunblade, Solar Blast, or Teleport 60 feet. > > ***Devastation (2 actions).*** Fireball or Gravity Crush attack. > > ### Lair Actions > On initiative count 20 (losing initiative ties), you may take a lair action to cause one of the following effects. You can't use the same effect two rounds in a row. > > ***Meteor Reign.*** Choose four points within 1 mile. Meteors come streaking down from the sun, impacting in a 20 foot radius at the same time next round. They deal 10d6 fire and 10d6 bludgeoning, Dex DC 19 half. >