Large unknown, Chaotic Good
Armor Class 5 Natural armor
Hit Points 100 (105d20 + 25)
Speed
STR
19 (+4)
DEX
25 (+7)
CON
20 (+5)
INT
25 (+7)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws DEX +14
Damage Immunities Acid, Cold, Fire, Piercing
Condition Immunities Blinded, Invisible, Paralyzed, Poisoned
Senses Passive Perception 20
Languages Can comprehend with common, Abyssal, and for some reason, Skitterwidget.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Loyal guard. Often used as guards for important things. Immortal, but will go into a dormant state after a difficult battle.

Spellcasting. The White Ascended is a 7th level spellcaster. Its spellcasting ability is 12 (spell save DC 3, +5 to hit with spell attacks). The White Ascended has following Cleric spells prepared:
Cantrips (at will): Healing word, heal 
3rd level (2 slots): healing spirit, Prayer of healing

Actions

Calming voice. The White Ascended sings a lovely song, letting the enemy's guard down. 

Slam. Melee Attack: +3 to hit, reach 7 ft., 1 target. Hit: 3 (1d6 + 2) Physical damage. 

Quick Slam. Ranged Melee Attack: +1 to hit, range 9/12 ft., 1 target. Hit: 1 (1d6 + 3) Physical damage.

Reactions

Befriend. It hates being mistreated, but Treat it well enough, and they will be your guard dog.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Like a normal Ascended, but with a white body, black eyes, and no limestone hand. Very beautiful and smart. Often motherly, as if their friends are their children.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: beast companion

Habitat: ArcticForestGrasslandHillMountainUrban

TeddyADracopteryx

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