Medium Humanoid (Half-Elf), Lawful Evil
Armor Class 22 (+1 half-plate, +3 shield)
Hit Points 143 (20d8 + 40)
Speed 30 ft.
STR
8 (-1)
DEX
12 (+1)
CON
14 (+2)
INT
19 (+4)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws WIS +10, CHA +12
Skills Deception +12, History +10, Insight +10, Medicine +10, Perception +10, Persuasion +12, Religion +10, Stealth +7
Damage Resistances Force, Radiant
Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 20
Languages Celestial, Common, Draconic, Elvish, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Equipment. Bedis possesses the following magic items: brooch of shielding(A), +1 half-plate, +3 shield,(A) rod of the pact keeper +3, eversmoking bottle, tome of leadership and influence, headband of intellect(A).

Devil's Sight. Magical darkness does not impede Bedis' darkvision.

Fey Ancestry. Bedis has advantage on saving throws against being charmed, and magic can't put him to sleep.

Innate Spellcasting. Charisma is Bedis's innate spellcasting ability (spell save DC 23, +15 to hit with spell attacks). Bedis can cast the following spells innately. providing all the spell's components:
1/day: conjure fey, forcecage

Divine Spellcasting. Bedis is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Bedis has following clericspells prepared:
Cantrips (at will): guidance, mending, spare the dying, word of radiance*
1st level (4 slots): bless, cure wounds, healing word, protection from evil and good
2nd level (3 slots): aid, calm emotions, lesser restoration, prayer of healing, spiritual weapon
3rd level (3 slots): animate dead, beacon of hope, rmass healing word, revivify, spirit guardians

Arcane Spellcasting. Bedis is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Bedis knows the following warlock spells:
Cantrips (at will): dancing lights, eldritch blast (4 beams, +6 to each damage roll, hit target pushed up to 10 feet), friends, light, message, minor illusion, sacred flame, thorn whip, thunderclap
1st-5th level (3 5th-level spell slots): banishment, charm monster*, darkness, dispel magic, greater restoration, hold monster, hold person, scrying, summon greater demon*, synaptic static*, thunder step*.

Book of Ancient Secrets. Bedis can cast the following spells but as rituals only: 
1st-6th level (ritual): alarm, animal messenger, beast sense, ceremony*, commune, commune with nature, comprehend languages, contact other plane, detect magic, detect poison and disease, divination, Drawmij's instant summons, find familiar, feign death, forbiddance, gentle repose, identify, illusory script, locate animals and plants, magic mouth, Leomund's tiny hut, meld into stone, phantom steed, purify food and drink, Rary's telepathic bond, silence, skywrite, speak with animals, Tenser's floating disk, unseen servant,  water breathing, water walk.
*Spell from Xanathar's Guide to Everything

Multiclass Pact Magic. Bedis can use his warlock spell slots to cast cleric spells he has prepared, and he can use his cleric spell slots to cast warlock spells he knows.

Disciple of Life. When Bedis casts a spell that restores hit points, it restores an additional 2 + spell level hit points.

Blessed Healer. When Bedis restores hit points to another with a spell, he regains 2 + the spell's level in hit points.

Radiant Soul. When Bedis casts a spell that deals radiant or fire damage, he can add 6 to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resilience. Whenever Bedis finishes a short or long rest, he gains 20 temporary hit points. Additionally, up to five creatures he can see at the end of the rest gain 13 temporary hit points.

Searing Vengeance (Recharges after a Long Rest). When Bedis has to make a death saving throw at the start of his turn, he can instead spring back to his feet with a burst of radiant energy. He regains 71 hit points and then stands up if he so chooses. Each creature of his choice that is within 30 feet of him takes 15 (2d8+6) radiant damage and it is blinded until the end of the current turn.

Inspiring Leader. Bedis can spend 10 minutes inspiring his companions, shoring up their resolve to fight. When he does so, up to six friendly creatures (which can include Bedis) within 30 feet of him who can see or hear him and who can understand him gain 26 temporary hit points. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Actions

Channel Divinity (2/Short Rest). Bedis can channel divine energy to cause one of the following effects:
Turn Undead: All undead within 30 feet that can see or hear Bedis must make a DC 18 Wisdom saving throw. If an undead fails this save, it is turned for 1 minute or until it takes any damage. An undead with CR 1/2 or lower is instead destroyed.
Preserve Life. Bedis can heal any creature within 30 feet of me up to half their maximum hit points, dividing 30 hit points among them as he sees fit.

Healing Light. Bedis has a pool of fifteen d6s. As a bonus action, Bedis can heal one creature he can see within 60 feet of him, spending dice from the pool. The maximum number of dice he can spend at once is six d6s. He rolls the dice he spends, adds them together, and restores a number of hit points equal to the total. His pool regains all expended dice when he finishes a long rest.

Reactions

Tomb of Levistus (Recharges after a Short or Long Rest). When Bedis takes damage, he can entomb himself in ice, which melts away at the end of his next turn. He gains 140 temporary hit points, which take as much of the triggering damage as possible. Immediately after he takes the damage, he gains vulnerability to fire, his speed is reduced to 0, and he is incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Description

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Previous Versions

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