Luxor, Lord of Loyalty
Level 20 Solo "Aasimar" Archdruid of Fellowship
125/heroAll++
Light of Life.

Luxor and his summons deal Radiant damage. When Luxor damages a Creature, he gains a Mote of Light. The Mote of Light will automatically Interpose for the next ally (including himself) that is attacked.

Shapeshifted Greatwyrm.

Luxor has Telepathy and can cast all Stormshifter (Druid) spells outside of combat.

Choose one.
  • Solar Strike.

    (Range 10) 2d10a+20 Radiant. On Damage: Blinded.

  • Shepherd's Vigil.

    (Concentration) Luxor and allies gain Heavy Armor.

  • Summon Celestials (1/Round).

    Summon 2/Hero Celestial minions (size: d10, Fly 10, Radiant Immune).

BLOODIED:

The first time he is Bloodied, Luxor can no longer maintain his Dragonborn form and reverts to his Crystal Dragon form. He becomes Gargantuan and gains Fly 10 and Starlight Breath.

Starlight Breath (1 use). Teleport 10, then (Cone 10) DC20 STR save or 4d10+40 Radiant damage and Blinded, half damage only on save. Luxor regains 10 HP per target damaged.

LAST STAND:

Luxor is nearly down! 200 more damage and he's defeated for now, unless killed by Tiamat's Temptation. Until then, he Teleports 10 when using any action and Summon Celestials summons 4/Hero minions.

Reminder: Minions take their Turn at the end of the Round.

The predictability of Light of Life is intentional to have the players identify and exploit the pattern by using "weak" attacks whenever he has a Mote of Light and to save the big attacks for when they're gone. Removing Heavy Armor from Luxor and his summons by breaking his Concentration is also a key strategy.

If the players don't figure it out on their own, Heroes can use Assess to realize that Luxor's Concentration applies to both himself AND the minions if the minions were summoned after he uses Shepherd's Vigil

This one is a lot more defense-oriented, so I have no idea if this is too easy, just right, or too hard.