Planar Incarnate

Gargantuan celestial, any alignment

Armor Class

20 (natural armor)

Hit Points

333 (18d20 + 144)

Speed

40 ft., fly 40 ft.

Skills

perception +12

Damage Immunities

necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained, stunned, unconscious

Senses

truesight 120 ft.

Languages

all

Challenge

22

Proficiency Bonus

+7

Legendary Resistance (3/Day)

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

Magic Resistance

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

Planar Form

An incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend.

Siege Monster

The incarnate deals double damage to objects and structures.

Actions

Multiattack

The incarnate makes two Slam or Energy Bolt attacks.

Slam

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) force damage.

Energy Bolt

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.

Planar Exhalation (Recharge 5-6)

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.