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Belenus

Sun-Crowned. Heliod sheds sunlight in a 170-foot radius. Actions


Huge celestial (avatar), lawful good

Armor Class 23( natural armor) ACTIONS


HitPoints493 ( 34d72+ 272) Multiattack Heliod makes two weapon attacks.
Speed40 ft.
Khrusor. Melee or Ranged Weapon Attack:+22 to hit, reach 75 ft., or
S1R DEX CON INT WIS CHA range 200/600 ft., one target. Hit: 27(4d6+ 73) piercing damage plus
30(+70) 22(+6) 26(+8) 24(+7) 26(+8) 28(+9) 18(4d8) radiant damage, or 31(4d8+ 13) piercing damage plus 18
(4d8) radiant damage if used with two hands to make a melee attack.
Khrusor magically returns to Heliod's hand after a ranged weapon
Saving ThrowsStr+79, Dex+15, Con+17, Wis+17, Cha+78
attack.
Skills Athletics+19, Intimidation+18, Perception+17, Persuasion+18,
Religion+16
Damage Resistances lightning, thunder Praise the Sun. Heliod turns his gaze towards one creature he can see
Damage Immunities cold, fire, poison, radiant; bludgeoning, piercing, and within 170 feet of him and commands it to praise his glorious name.
slashing that is nonmagical The target must succeed on a DC 26 Charisma saving throw or be
Condition Immunities blinded, charmed, deafened, exhaustion, affected by dominate monster. Creatures who succeed are charmed for
frightened, paralyzed, petrified, poisoned, prone, stunned 7 minute.
Senses truesight 120 ft., passive Perception 27
Languages all, telepathy 170 ft. Wrath ofHeliod (Recharges after a Long Rest). Heliod strikes the
Challenge 30( 755,000 XP) ground with Khrusor at a single point he can see within 170 feet of him.
Each creature in a 170-foot radius centered on that point must make a
Unconquerable Sun (Mythic Trait; Recharges after a Short or Long Rest). DC 26 Constitution saving throw, taking 170( 77d72) radiant damage
When Heliod is reduced to O hit points, he doesn't die or fall on a failed save or half as much damage on a successful one. Creatures
unconscious. Instead, he regains 293 hit points and a sunburst is in that area of effect are blinded for 7 minute. Objects and structures
detonated centered on him. Each creature in a 60 ft radius must make a caught in this radius are dealt double damage.
DC 26 Constitution saving throw, taking42( 72d6) radiant damage and
are blinded for 7 minute on a failed save, or half as much damage and
aren't blinded on a successful one. In addition, the brilliant radiance of the
LEGENDARY ACTIONS
sun washes over Heliod, granting him 200 temporary hit points. Heliod 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
Excoriate. Heliod ignores resistances and immunities to radiant damage. another creature's turn. Heliod regains spent legendary actions at the
start of his turn.
Banishing Light. Heliod casts dispel evil and good.
Indestructible. Heliod regains40 hit points at the start of his turn. Heliod
discorporates only if he starts his turn with O hit points and doesn't Dictate ofHe/iod. Heliod casts command.
regenerate. Heliod's Emissary (Costs 2 Actions). Heliod summons 2d4 golden stags
or 7 d4 pegasi.
Heliod's Intervention (Costs 2 Actions). Heliod targets a creature within
Innate Spellcasting. Heliod's spellcasting ability is Charisma( spell save DC
26). Heliod can innately cast the following spells, requiring no material 170 feet of him who is concentrating on a spell. The target must
components: succeed on a DC 26 Constitution saving throw or its concentration is
broken on that spell, and Heliod gains 5 temporary hit points per level
At will: bless, burning hands, ceremony, command, daylight, faerie fire, of that spell.
fireball, flaming sphere, hold person, scorching ray
3/day each: compulsion, flame strike, locate creature, guardian of faith,
scying, slow, wall of fire MYTHIC ACTIONS
7/day each: dominate person
If Heliod's mythic trait is active, he can use the options below as
legendary actions for 7 hour after using Unconquerable Sun.
Legendary Resistance (3/Day). If Heliod fails a saving throw, he can
Glimpse the Sun (Costs 3 Actions). When a creature that can see
choose to succeed instead.
Heliod's eyes starts its turn within 60 feet of him, Heliod can force it to
make a DC 26 Constitution saving throw. If the saving throw fails by 5
Magic Resistance. Heliod has advantage on saving throws against spells or more, the creature becomes permanently blinded as their eyes
and other magical effects. liquify. The permanent blind condition lasts until the creature is freed by
the greater restoration spell or other magic.
Magic Weapons. Heliod's weapon attacks are magical. Impetuous Sunchaser (Costs 3 Actions). Heliod targets a creature he
can see within 60 feet of him to sprout wings. The target must succeed
on a DC 26 Wisdom saving throw or use its action to move toward and
OverwhelmingPresence. Each creature of Heliod's choice that is within
make one attack against a creature of Heliod's choice that he can see.
170 feet of him must make a DC 26 Charisma saving throw or become
The wings burn away from this target after making the attack, dealing 7
stunned for 7 minute. A creature can repeat the saving throw at the end
( 2d6) fire damage.
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 Heliod's Overwhelmin Presence for the next 24 hours.

HELIOD, Goo OF THE SUN

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Art Credit Jaime Jones/ Wizards of the Coast LLC

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