Pytor
Medium celestial, unaligned
- Armor Class 20
- Hit Points 565
- Speed 30 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 14 (+2) 16 (+3) 18 (+4) 26 (+8)
- Saving Throws Cha +14, Dex/Wis +9, Str/Con/Int +3
- Damage Resistances acid, lightning, thunder, cold, slashing, piercing, bludgeoning, radiant
- Damage Immunities necrotic, poison, fire
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, blinded
- Senses darkvision 60 ft., truesight 120 ft., passive Perception 14
- Languages Common
- Challenge 15 (12500 XP)
- Attacks +16 to hit. Hit: 71 damage
- Attack DCs Primary DC 23, Secondary DC 20
Heat Aura. All creatures that start their turn within 60 feet must make a DC 19 Con save or gain exhaustion.
Unconquerable Sun. When reduced to 1/2 hp, casts Sunburst point blank. When reduced to 0 hp, casts Sunburst again and discorporates.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If Pytor fails a saving throw, he can choose to succeed.
Actions
Multiattack. Pytor can use any combination of 2 Solar Rays or Sunblades.
Sunblade. Melee Weapon Attack: +16 vs AC, 10 ft. Hit: 16 radiant damage and 3 fire. The target is ignited, taking 3(1d6) fire damage at the start of their turns until extinguished.
Solar Ray. Ranged Spell Attack: +16 vs AC, 120 ft. Hit: 19(2d10 + 8) fire and 11(2d10) radiant damage. Con DC 19 or blinded until his next turn.
Fireball. 35(10d6) fire in a 20ft radius, Dex DC 19 half.
Gravity Crush. Strength DC 19 or be pushed/pulled 20 feet and restrained.
Reactions
Molten Punishment. When hit by enemy; either Heat Metal on their weapon or 14(4d6) fire damage and ignite, Dex 19 negates.
Legendary Actions
You 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. You regain spent legendary actions at the start of your turn.
Glint of Power. Sunblade, Solar Blast, or Teleport 60 feet.
Devastation (2 actions). Fireball or Gravity Crush attack.
Lair Actions
On initiative count 20 (losing initiative ties), you may take a lair action to cause one of the following effects. You can't use the same effect two rounds in a row.
Meteor Reign. Choose four points within 1 mile. Meteors come streaking down from the sun, impacting in a 20 foot radius at the same time next round. They deal 10d6 fire and 10d6 bludgeoning, Dex DC 19 half.