Angelic Weapons. The Concubitus weapon attacks are magical. When the Concubitus hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The Concubitus knows if it hears a lie.
Innate Spellcasting. The Concubitus innate spellcasting ability is Charisma (spell save DC 17). The Concubitus can innately cast the following spells, requiring no material components:
At will: gaseous form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance (3/Day). If the Concubitus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Concubitus has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Concubiti weapon attacks are magical.
Spellcasting. The Concubitus is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
Shapechanger. A Concubitus can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (3 slots): greater restoration, mass cure wounds, scrying
6th level (1 slot): heroes’ feast, true seeing
7th level (1 slot): etherealness, plane shift
8th level (1 slot): control weather
9th level (1 slot): true resurrection
Multiattack. The Concubitus makes two pike attacks.
Pike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Blade. The Concubitus releases its weapon to hover magically in an unoccupied space within 5 feet of it. If the Concubitus can see the sword, the Concubitus can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Concubitus's hands. If the hovering sword is targeted by any effect, the Concubitus is considered to be holding it. The hovering sword falls if the Concubitus dies.
Healing Kiss. The Concubitus kisses a creature charmed by it or a willing creature. Regaining 32 (5d10 + 5) HP to injured creature. The target's hit point maximum is increased by an amount equal to the HP regained. This addition lasts until the target finishes a long rest. A creature can only be healed in this way once per long rest.
Healing Touch. The Concubitus touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The Concubitus 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 Concubitus regains spent legendary actions at the start of its turn.
Teleport. The Concubitus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The Concubitus emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The Concubitus targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.