Legendary Resistance (3/Day). If Celestia fails a savings throw, she can choose to succeed instead.
Magic Resistance. Celestia has advantage on saving throws against spells and other magical effects.
Divine Regeneration. At the start of Celestia's turn, she regains 25 hit points.
Innate Spellcasting. Celestia's spellcasting ability is Charisma (spell save DC 21). Celestia can innately cast the following spells, requiring only verbal components:
(At Will): daylight, commune, sacred flame (17th)
(1/Day each): wall of light, sunbeam, resurrection, divine word, sunburst, gate
Healing Touch (3/Day). Celestia touches another creature. The target magically regains 25 (4d8 + 7) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. Celestia can magically polymorph into a humanoid or beast that has a challenge rating equal to or less than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Celestia's choice).
Etherealness. Celestia magically enters the Ethereal Plane from the Material Plane, or vice versa.
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