20 (natural armor)
333 (18d20 + 144)
40 ft., fly 40 ft.
perception +12
necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained, stunned, unconscious
truesight 120 ft.
all
22
+7
If the incarnate fails a saving throw, it can choose to succeed instead.
The incarnate has advantage on saving throws against spells and other magical effects.
An incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend.
The incarnate deals double damage to objects and structures.
The incarnate makes two Slam or Energy Bolt attacks.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) force damage.
Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 32 (5d12) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial.
The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 52 (8d12) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial, and the creature has the blinded condition until the end of the incarnate's next turn. On a successful save, a creature takes half as much damage only. Blinded: • A blinded creature can't see and automatically fails any ability check that requires sight. • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.