Hasmed, Angel of Annihilation

Gargantuan celestial, lawful neutral

Armor Class 22 (natural armor)

22 (natural armor) Hit Points 410 (20d20 +200)

410 (20d20 +200) Speed 10 ft., fly 100 ft.

STR DEX CON INT WIS CHA 30 (+10) 20 (+5) 30 (+10) 26 (+8) 30 (+10) 8 (-1)

Saving Throws Strength +18, Constitution +18, Wisdom +18

Strength +18, Constitution +18, Wisdom +18 Skills Intimidation +18

Intimidation +18 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered, force

bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered, force Damage Immunities Radiant

Radiant Senses blindsight 120 ft. (blind beyond this point) passive Perception 20

blindsight 120 ft. (blind beyond this point) passive Perception 20 Languages all, telepathy 120 ft.

all, telepathy 120 ft. Challenge 28 (120,000 XP)

Legendary Resistance (3/day) If Hasmed fails a saving throw, it can choose to succeed instead.

Force Aura. Any creature that starts it's turn within 10 feet on the creature takes 11 (2d10) force damage.

Forceful Weapons. Hasmed's weapon attacks are magical. When it hits with any weapon, the weapon deals and extra 26 (4d12) force damage (included in the weapon attacks below).

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

Regeneration. Hasmed regains 20 hit points at the start of its turn. If it is hit by an attack that deals radiant damage, this trait doesn't function at the stat of its next turn. Hasmed dies only if it starts its turn with 0 hit points and doesn't regenerate.

Regenerative Ward of Radiance and Force. Hasmed has a magical ward that protects it from harm. The ward has 50 hit points and is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever Hasmed takes damage, the ward wakes the damage instead. If this ward wakes damage that reduces it to 0 hit points, any remaining damage is not transferred to Hasmed, unless the damage is radiant or force, and the ward can't absorb damage until it regains at least 1 hit point.

Magical Radiance Ward Reflection. Any time Hasmed's ward has atleast 1 hit point, whenever Hasmed is targeted by a magic missile spell, line spell, a spell that requires a ranged attack roll, or a spell that target's only it, roll a d6. On a 1 to 4. the creature is unaffected. On a 5 or 6, the creature is unaffected, and the effect is reflected back at the caster as though it originated from Hasmed turning the caster into the target.

Retaliative Radiant Explosion. If Hasmed takes more than 100 damage in a single round, it retaliates by creating an explosion of radiant energy. Each creature in a 120-foot-radius sphere centered on Hasmed must make a DC 26 dexterity saving throw, taking 108 (24d8) radiant damage and becoming blinded for 1 minute on a fail save, or half as much and is not blinded on a successful one.

Actions Multiattack. Hasmed uses it's Frightful Presence and then attacks four times with its ribbons, or twice with its radiant dust. Frightful Presence. Each creature of Hasmed, Angel of Annihilation choice that is within 160 feet of it and aware of it must succeed on a DC 26 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the it's Frightful Presence for the next 24 hours. Ribbons. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) slashing damage, plus 26 (4d12) force damage. Radiant Dust. Ranged Weapon Attack: +16 to hit, range 360ft., one target. Hit: 38 (6d10 + 5) piercing damage plus 13 (2d12) radiant damage. Annihilating Light (Recharge 6). Hasmed tips its Violet Halo downwards and intensifies the light within it, firing a beam of Radiant Force energy in a 360-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dextrity saving throw, taking 91 (14d12) radiant damage on a failed save, or half as much on a successful one in addition to making a DC 26 constitution saving throw or be petrified for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while petrified by this effect, they are turned to dust and absorbed into Hasmed's wings. Teleport Hasmed magically teleports, along with any equipment it is wearing and carrying up to 120 feet to an unoccupied space it can see.