b'Aeon \n'b'  Large   celestial ,  neutral  \n'b'  Armor Class  22  Hit Points  212 (17d10 + 119)  Speed  0 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX:  20 (+5)  CON:  24 (+7)  INT:  19 (+4)  WIS:  22 (+6)  CHA:  25 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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  \xe2\x80\x93  Challenge  20 (25,000 XP) \n'b' Special Traits \n'b'\n'b'  Extension of All . The aeon can never fail an  Intelligence  check, including ones such as opposed checks while using  detect thoughts , as long as it is not inside an  antimagic field  or is otherwise trapped within a space that blocks  divination  effects, such as an  imprisonment  spell. \n'b'  Innate Spellcasting . The aeon\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 21, +13 to hit with spell attacks). It can cast the following spells without material components.\n'b'\n'b'\n'b'  At will :  create food and water ,  detect thoughts ,  major image ,  mending ,  stone shape ,  telekinesis  \n'b'  5/day each :  creation ,  darkness ,  daylight ,  freedom of movement ,  plane shift ,  plant growth ,  remove curse  \n'b'  3/day each :  blight ,  disintegrate  \n'b'  1/day :  wish  \n'b'\n'b'  Legendary Resistance (3/day) . If the aeon fails a saving throw, it can choose to succeed instead. \n'b'  Spellcasting . The aeon is a 20th-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC20, +12 to hit with spell attacks). It has the following  cleric  spells prepared.\n'b'\n'b'\n'b'  Cantrips (at will) :  guidance ,  mending ,  sacred flame  \n'b'  1st level (4 slots) :  command ,  detect evil and good ,  detect magic ,  protection from evil and good  \n'b'  2nd level (3 slots) :  calm emotions ,  hold person ,  lesser restoration  \n'b'  3rd level (3 slots) :  clairvoyance ,  dispel magic ,  remove curse ,  sending  \n'b'  4th level (3 slots) :  banishment ,  divination ,  locate creature  \n'b'  5th level (3 slots) :  dispel evil and good ,  greater restoration ,  scrying  \n'b'  6th level (2 slots) :  forbiddance ,  heal  \n'b'  7th level (2 slots) :  divine word ,  regenerate  \n'b'  8th level (1 slot) :  antimagic field  \n'b'  9th level (1 slot) :  gate  \n'b'\n'b'  Void Form . While not incorporeal, the aeon\xe2\x80\x99s form is only a semi-tangible manifestation of something greater. Its AC includes its  Constitution  bonus. \n'b'\n'b' Actions \n'b'\n'b'  Energy Touch .  Melee Spell Attack : +13 to hit, reach 10 ft., one target.  Hit : 74 (15d8 + 7) radiant or necrotic damage (aeon\xe2\x80\x99s choice). \n'b'  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\xe2\x80\x99s 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. \n'b'  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. \n'b'\n'b' Legendary Actions \n'b' 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\xe2\x80\x99s turn. The aeon regains spent legendary actions at the start of its turn. \n'b'\n'b'  Cast a spell . The aeon can cast one spell. \n'b'  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. \n'b'  Summon Spheres (Costs 3 Actions) . The aeon summons one or both of its unsummoned spheres.'