The Painkiller

Large celestial, chaotic good

Armor Class 20 (22 with shield of faith)

20 (22 with shield of faith) Hit Points 243 (18d10 + 144)

243 (18d10 + 144) Speed 50 ft., fly 150 ft.

STR DEX CON INT WIS CHA 25 (+7) 25 (+7) 26 (+8) 22 (+6) 22 (+6) 28 (+9)

Saving Throws Str +14, Int +13, Wis +13

Str +14, Int +13, Wis +13 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks.

fire; bludgeoning, piercing, and slashing from nonmagical attacks. Damage Immunities necrotic, poison

necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned

charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 16

truesight 120 ft., passive Perception 16 Languages all, telepathy 120 ft.

all, telepathy 120 ft. Challenge 21 (33000 XP)

Evil Tracker. The Painkiller knows the distance to and direction of any evil creature within 1 mile, unless the creature and The Painkiller are on different planes of existence.

Flyby. The Painkiller doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Innate Spellcasting. The Painkiller's spellcasting ability is Charisma (spell save DC 24). It can cast innately the following spells, requiring no material components:

At will: pyrotechnics, shatter, shield of faith (self only)

3/day: destructive wave, dispel evil and good, flame strike

1/day: fire storm

Killing Machine. The Painkiller is treated as a construct for the purpose of spells and other effects.

Magic Resistance. The painkiller has advantage on saving throws against spells and other magical effects.

Magic Weapons. The painkiller's weapon attacks are magical. In addition, when the painkiller hits with any weapon, the weapon deals an extra 3d8 fire damage and 3d8 radiant damage (included in the attack).

Spawned in Radiance When The Painkiller casts shield of faith, it doesn't require its concentration and lasts until dispelled".

Actions

Multiattack. The painkiller makes one melee attack or two ranged attacks.

The Ripper. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage, or 18 (2d10 + 7) slashing damage if used with two hands, plus 13 (3d8) fire damage and 13 (3d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 14 Constitution saving throw or die.

Evening Star. Ranged Weapon Attack: +14 to hit, range 40/120 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 13 (3d8) fire damage and 13 (3d8) radiant damage.

Legendary Actions

The Painkiller can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Painkiller regains spent legendary actions at the start of its turn.

Deafening Scream. Each creature that can hear the painkiller within 120 ft. must make a DC 24 Constitution saving throw or take 18 (4d8) thunder damage and be deafened for 1 minute. A nonmagical object that isn't worn or carried also takes damage.

Terrifying Scream. Each creature within 120 feet of The Painkiller that can hear it must make a DC 24 Wisdom saving throw or be frightened until the end of its next turn. A creature that succeeds on the saving throw is immune to this effect for the next 24 hours.

Retreating Shot (Costs 2 actions). The Painkiller moves up to half its speed away from a creature within 40 feet of it. Before or after moving, it can make one Evening Star attack against the creature.