Medium Celestial
Armor Class 13 natural armor
Hit Points 55 (5d10 + 25)
Speed
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
15 (+2)
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Passive Perception 11
Languages celestial and understands the languages you speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d8 + PB bludgeoning damage.

Celestial Bolt. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d8 + PB radiant damage.

Teleport. The companion and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each of these creatures gain a number of temporary hit points equal to 1d4 + PB.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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

Enter a general description for your monster here.

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.

Tark_Savvy

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