Atash

Large celestial, Lawful Neutral

Armor Class

21 (natural armor)

Hit Points

243 (18d10 + 144)

Speed

walk 50 ft., fly 150 ft.

Saves

wis +14, cha +17, int +14

Skills

perception +14

Damage Resistances

radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

21

Proficiency Bonus

+7

Angelic Weapons

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

Divine Awareness

Atash knows if it hears a lie.

Magic Resistance

Atash has advantage on saving throws against spells and other magical effects.

Innate Spellcasting

Atash's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: • At will: detect evil and good, invisibility (self only) • 3/Day each: blade barrier, dispel evil and good, resurrection • 1/Day each: commune, control weather

Actions

Multiattack

Atash 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.

Slaying Longbow

Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword

Atash releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If Atash can see the sword, Atash can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Atash's hands. If the hovering sword is targeted by any effect, Atash is considered to be holding it. The hovering sword falls if Atash dies.

Healing Touch (4/Day)

Atash 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

Legendary Actions (3/Turn)

Atash 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. Atash regains spent legendary actions at the start of its turn.

Teleport

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

Searing Burst (Costs 2 Actions)

Atash emits magical, divine energy. Each creature of its choice in a 10-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.

Blinding Gaze (Costs 3 Actions)

Atash targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.