Ve, Lord of the West (Berserk Supplement)
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Ve, Lord of the West
Medium celestial, neutral good
Saving Throws +24 Strength, +24 Dexterity, +24 Wisdom, +24 Charisma
Legendary Resistance (5/Day). If Ve fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ve has advantage on saving throws against spells and other magical effects.
Siege Monster. Ve deals double damage to objects and structures.
Amphibious. Ve can breathe both air and water.
Magical Attacks. Ve's attacks are magical.
Multiattack. Ve makes five attacks with his aquatic blast.
Aquatic Blast. Ranged Spell Attack: +24 to hit, 100/200. Hit: 210 (20d20) cold or bludgeoning damage. Creatures in range must also succeed a DC 20 Constitution saving throw or be moved 30ft back and be knocked prone. Creatures in water count as being half as far for the sake of this action's range.
Barrier of the Four Kings. While within 30 ft. of Ate, Gedula, and Markt, any creatures of his choice within a 60 ft. radius take 2d6 radiant damage or regain 2d6 hit points, and the area is covered in bright light for 1 hour (concentration).
The Ve 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. The Ve regains spent legendary actions at the start of its turn.
Heal. One creature within 100 feet regains 210 (20d20) hit points.
Aquatic Blast. Ve uses his aquatic blast.
Environmental Manipulation. Ve covers a 20 foot radius, 200 foot tall cylinder within 200 ft. of him in water or removes the water in said area permanently.
The Blessed King of the West, whose name trembles even the water spirits who caper beneath the waves, Ve rules the plane of Baoighre with elegance and indifference. He is the easiest of the four kings to entreat help from, though all four kings are overall benevolent. He is quick to dismiss those who seek to do battle with him, save for those of his own godly caliber, batting them away with a restrained torrent.