Veiled Presence

Medium celestial, typically lawful evil

Armor Class

20 (natural armor)

Hit Points

300 (40d8 + 120)

Speed

40 ft., fly 80 ft.(hover)

Saves

dex +14, int +14

Skills

stealth +21, perception +12

Damage Resistances

necrotic, radiant

Condition Immunities

charmed, frightened

Senses

truesight 30 ft.

Languages

all

Challenge

21

Proficiency Bonus

+7

Inviolate Presence

The veiled presence can't be targeted by divination magic or by features that would read its mind or determine its creature type.

Legendary Resistance (3/Day)

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

Actions

Multiattack

The veiled presence makes two Blade of Judgment attacks and can use Revelation.

Blade of Judgment

Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d6 + 7) piercing damage plus 27 (6d8) radiant damage. If the target is a creature, it must succeed on a DC 22 Charisma saving throw, or on its next turn, it can either move or take an action, but not both.

Revelation

The veiled presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a DC 22 Wisdom saving throw or have the paralyzed condition until the end of its next turn, after which the target is immune to this Revelation for 24 hours.

Legendary actions

Legendary Actions (3/Turn)

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

Flash Step

The veiled presence magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space that it can see.

Stab (Costs 2 Actions)

The veiled presence makes one Blade of Judgment attack.

Searing Radiance (Costs 3 Actions)

The veiled presence magically emanates dazzling light in a 10-foot-radius sphere centered on itself until the end of its next turn, during which time attack rolls against it have disadvantage and it has advantage on attack rolls. The sphere moves with the veiled presence. When another creature starts its turn in the light or enters the light for the first time on its turn, that creature must make a DC 22 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.