Medium Celestial, Any Good Alignment
Armor Class 18 Natural Armor
Hit Points 36 (8d6 + 8)
Speed 45 ft.
STR
10 (+0)
DEX
11 (+0)
CON
12 (+1)
INT
16 (+3)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws DEX +2, CON +3, CHA +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Passive Perception 14
Languages Celestial, Infernal, Telepathy 120 ft.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. Brym's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: light

1/day each: bless, cure wounds, protection from evil and good

Magic Weapons. The Brym’s weapon attacks are magical.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Fire Breath (2/Day). Brymm breathes fire in a 30 foot cone that has one of the following effects:

Blasting Fire. Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) fire damage and is knocked back 30 feet. On a successful save, a creature takes half as much damage and isn’t knocked back. Nonmagical objects in the cone that aren’t being held or worn take 35 (10d6) fire damage.

Radiant Fire. Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.

Mickeal

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