5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Celestials >

Aeon

Large celestial, neutral

Armor Class 22
Hit Points 212 (17d10 + 119)
Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)

Saving Throws Dexterity +11, Constitution +13, Intelligence +10, Wisdom +12, Charisma +13
Skills Arcana +10, Insight +12, Medicine +12, Nature +10, Perception +12, Religion +10
Damage Resistances fire, lightning; bludgeoning, piercing, and slashing damage
Damage Immunities cold, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 22
Languages
Challenge 20 (25,000 XP)

Special Traits

Actions

  • Energy Touch. Melee Spell Attack: +13 to hit, reach 10 ft., one target. Hit: 74 (15d8 + 7) radiant or necrotic damage (aeon’s choice).
  • Sphere of Creation (Recharges after a Short or Long Rest). The aeon summons a 2-foot diameter sphere of white energy in an unoccupied space next to it. The sphere remains summoned for 1 minute. As a bonus action, the aeon can move the sphere in any direction up to 15 feet away, out to a maximum range of 300 feet. Wherever the sphere travels, it warps and bends existing matter, reforming it into new matter. All objects, structures, or creatures that come into contact with the sphere are also transformed. Any creature that touches the sphere or starts its turn within 5 feet of the sphere must succeed on a DC 19 Constitution saving throw. On a failed save, the creature’s body begins to change and reform into random materials, reshaping it, inflicting 45 (10d8) force damage on the creature in the process. The creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is completely transformed. A creature that is transformed dies and can only be returned to normal with a wish spell.
  • Sphere of Oblivion (Recharges after a Short or Long Rest). The aeon summons a 2-foot-diameter sphere of utter darkness in an unoccupied space within 5 feet of it. The sphere remains summoned for 1 minute. As a bonus action, the aeon can move the sphere in any direction up to 15 feet away, out to a maximum range of 300 feet. The sphere disintegrates all matter it passes through and all matter then passes through it. Any creature that touches the sphere or starts its turn within 5 feet of the sphere must succeed on a DC 19 Constitution saving throw. On a failed save, the target takes 85 (10d6 + 50) necrotic damage, or half as much on a success. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to pile of fine gray dust. The creature can be restored to life only by means of true resurrection or a wish spell.

Legendary Actions

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

  • Cast a spell. The aeon can cast one spell.
  • Move Sphere (Costs 2 Actions). The aeon can move one sphere it has summoned up to 15 feet, up to its maximum range of 300 feet away from the aeon.
  • Summon Spheres (Costs 3 Actions). The aeon summons one or both of its unsummoned spheres.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.