Perception +19
Insight +28
Persuasion+15
Athletics + 13
Truesight (120ft)
Blindsight (120ft)
Passive Perception 29
Passive Insight 38
Spellcasting. Ilstus is a 30th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). They can innately cast the following spells, requiring no material components: (See Below)
Defensive Spells. Silvery Barbs, Magic Missile (Lvl 9), Counterspell (Lvl 5). Must roll a d6 at the beginning of their turn to recharge these spells (5,6).
Daylight, Spirit Guardians, Melf's Minute Meteors, Fireball
Scorching Ray, Pyrotechnics, Blur,
Eldritch Blast, Burning Hands, Guiding Bolt
Meteor Swarm, Time Stop,
Sunburst, Dark Star,
Delayed Blast Fireball, Fire Storm,
Sunbeam, Disintegrate,
Summon Celestial, Immolation,
Sickening Radiance, Evard's Black Tentacles
Light's Core. Every instance of Radiant damage dealt by Ilstus deals double the amount of damage dice. (A 1st Lvl Guiding Bolt deals 8d6 Radiant instead of 4d6).
Legendary Resistance (5/day). When Ilstus fails a saving throw, they can choose to succeed instead.
Radiant Rebirth. If Ilstus would be reduced to 0 hit points, their current hit point total instead resets to 500 hit points, they recharge their Defensive Spells, they regain any expended uses of Legendary Resistance. Additionally, Ilstus can now use the options in the "Mythic Actions" section for 1 hour.
Spellcasting. Ilstus is a 30th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks).
shadowboxing. Ilstus can make up to two unarmed attacks, targeting someone within 40ft they can see, (+14 to hit, 1d8+9 Radiant damage), as their arms become engulfed in shadow and a spectral fist of light appears next to the target.
Blinding Glory. Ilstus can channel a divine eruption or light, emanating in blinding light for 60ft, bright light for another 30ft, and dim light a further 30ft beyond. All creatures within 90ft must make a Constitution saving throw or be blinded, anyone within 60ft must make the throw at disadvantage. This effect can only be used once every short rest.
Follow Up. If Ilstus uses the Shadowboxing action, they can follow up with a third unarmed strike, grapple attempt (+14), or shove (+14) a creature within range.
Reaction spells. Ilstus can use one of their Defensive Spells as a reaction. Recharging the spent spell on a 5 or 6 roll of a d6.
Opportunity Attack. Ilstus can make a unarmed attack if an enemy moves past or out of their vicinity.
Ilstus 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. Ilstus regains spent legendary actions at the start of its turn.
At-Will Spell. Ilstus can cast one of their at-will spells.
shadow boxing. Ilstus makes one ranged or melee attack their fists.
Holy Diver (2 Actions). Ilstus targets a creature they are grappling. The creature must succeed on a DC 27 Charisma saving throw or take 10 (4d4) bludgeoning, 35 (6d8) psychic, and 55 (10d10) radiant damage and be phased through the Heaven floors, tumbling to Aldelia. At the start of the Ilstus' next turn, the creature reappears in an unoccupied space within 10 feet of them.
Die Die Missile Barrage (3 actions). If there is no enemy within 5ft of Ilstus, they can shoot off a wild flurry of 12 beams of light up to 90ft, targeting random creatures, (+19 to hit, 8d6 Radiant damage per beam).
Final Flash (3 Actions). If Ilstus is under 100hp at the end of another character's turn, they can prepare to erupt in one final explosion of glorious radiance. During the charge up, Ilstus becomes invulnerable to all damage for 1 whole round, detonating on the next initiative count of 20 after their next turn. All creatures within 1000ft of Ilstus must make a Dexterity Saving Throw (DC 27) or take 420 (40d20) radiant damage, on a failed save, or half on successful save. Cover provides no bonus, nor do effects that negate all damage on a successful save.
On initiative count 20 (losing initiative ties), Ilstus takes a lair action to cause one of the following effects.
Grossly Incandescent. The glowing orbs and pillars (1d100+30) float through the air and slowly make their way towards intruders, (30ft/round). Anyone within 20ft of a ball must make a DC17 Dexterity saving throw, or take 3 (1d6) radiant damage on a failed save, or half as much on a successful save. If the target fails the saving throw, they are blinded until the end of their next round. Creatures hit by multiple blasts must make multiple saving throws.
Floor Shift (Recharges on 1-2 d10). Ilstus can command the floor to shift, rearranging the walkways to disorientate and topple those standing on them. Anyone standing on the walkways must fall prone or succeed a DC20 Acrobatics check, or be thrown off the platforms, to the sunken floor 30ft below.
A gargantuan temple in the clouds, built in the shape of an obelisk and standing at 200ft wide, and 1,800ft tall. A large floating, candescent throne sits in the centre, hovering 30ft off the ground. Walkways make up the floor of the temple in a manner similar to a spider's web. Few additional decorations adorn the interior, save for glowing pillars and orbs that float throughout the entirety of the temple.
A humanoid looking being with smooth, features and pale skin. They have long flowing platinum blonde, almost white, luminous hair that seems to almost flow constantly even if no wind is present. Eyes of pure light. They are adorned with a set of glorious, shimmering golden plate mail from neck to toe and fingers, and possess a set of magnificent Angelic wings spanning 1.5x their height from tip to tip. At normal height, they stand at around 9ft tall.