Vigilant. The Celestial Avenger does not have disadvantage on ranged attack rolls if the target has an ally within 5 feet of the Avenger.
Illumination. The Avenger sheds bright light in a 20 foot radius and dim light for an additional 25 feet.
Burning Aura. Any creature of the Avenger's choice that starts its turn within 10 feet of the avenger takes 10(3d6) Fire damage plus 22 (7d6+1) Radiant damage.
Water Breathing. The Avenger can breathe air and water.
Innate Spellcasting. The avenger cast cast light and shield at will. It can't cast shield two rounds in a row.
legendary Resistance (2/day). if the Avenger fails a saving throw, it can choose to succeed instead.
Multiattack. The Avenger makes 3 attacks. One attack of the Avenger's choice deals an additional 2(1d4) Acid damage on a hit.
Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12 (3d6 + 2) bludgeoning damage plus 1 Lightning damage.
Celestial Bolt. Ranged Weapon Attack: +6 to hit, range 120/150 ft., 1 target. Hit: 14 (3d6 + 4) radiant damage.
Celestial Fury(1/day). The Avenger regains 25 Hit Points and can take two actions, as well as an additional bonus action, on its next turn.
Celestial Bombardment. The Avenger casts 3, in any combination, of the following spells, as though it were a 17th-level caster: fire bolt, shocking grasp, acid splash. It can't cast the same spell more than twice per use of this bonus action.
Parry. The Avenger adds 5 to its AC against one Melee Weapon attack that would hit it. It must be wielding a melee weapon.
Description
Celestial Avenger are champions of light, sent to the Material Plane by the gods of justice to punish evildoers and destroy the unholy. However, they can also be powerful allies to those with pure, kind spirits and will protect and aid these creatures until they die. When a Celestial Avenger does die, its spirit departs to the plane of its origin and reforms its celestial form unless its soul is devoured immediately after its death.
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