Archaic

Gargantuan celestial, typically neutral

Armor Class

20 (natural armor)

Hit Points

245 (14d20 + 98)

Speed

walk 40 ft.

Saves

Dex +6, Int +14, Wis +13, Cha +11

Skills

Arcana +20, Deception +11, History +20, Perception +13

Damage Resistances

force

Damage Immunities

poison, psychic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses

truesight 120 ft.

Languages

all

Challenge

18

Proficiency Bonus

+6

Enigmatic Mind

The archaic's mind can't be read, creatures can communicate telepathically with the archaic only if it allows, and magic can't determine whether the archaic is lying.

Legendary Resistance (3/Day)

If the archaic fails a saving throw, it can choose to succeed instead.

Unusual Nature

The archaic doesn't require air, food, drink, or sleep.

Actions

Multiattack

The archaic makes two Force Strike attacks. It can also use Gravity Shift, if available.

Force Strike

Melee or Ranged Spell Attack: +14 to hit, reach 15 ft. or range 120 ft., one target. Hit: 19 (2d10 + 8) force damage, and the target is pulled up to 10 feet toward the archaic or pushed 10 feet away from it, as the archaic chooses.

Gravity Shift (Recharge 5-6)

The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a DC 22 Wisdom saving throw or fall 100 feet upward. If the falling creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything, it hovers there until the start of the archaic's next turn, at which time gravity returns to normal and the creature falls.

Spellcasting

The archaic casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22): • At will: detect magic, divination, sending • 1/Day each: banishment, forcecage

Teleport

The archaic teleports to an unoccupied space that it can see within 120 feet of itself.

Legendary actions

Legendary Actions (3/Turn)

The archaic 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. The archaic regains spent legendary actions at the start of its turn.

Strike

The archaic makes one Force Strike attack.

Teleport

The archaic uses Teleport.

Unravel Magic (Costs 2 Actions)

The archaic targets one creature it can see within 120 feet of itself. The target must succeed on a DC 22 Constitution saving throw or take 35 (10d6) force damage, and each spell of 5th level or lower on the target ends.