Medium Humanoid (Human), Lawful Good
Armor Class 20 (Plate, Shield)
Hit Points 255 (30d8 + 120)
Speed 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws STR +10, WIS +7, CHA +9
Skills Animal Handling +12, Athletics +15, Insight +12, Perception +12, Persuasion +14
Condition Immunities Charmed, Frightened
Senses Passive Perception 22
Languages Celestial, Common, Giant
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Altiair fails a Saving Throw, he can choose to succeed instead.

Special Equipment. Altiair has access to a Holy Avenger Longsword.

Redeeming Strikes. Altiair's weapon attacks are considered magical. When he hits with any weapon, the weapon attacks deal an extra 4d8 Radiant Damage

Indomitable (3/Day). Altiair can reroll a Saving Throw if it fails. Altiair must use the new roll.

Survivour. Altiair regains 10 hit points at the start of his turn if he has fewer than half his hit points, but at least having 1 hit point left. (Less Than 127 Hit Points)

Spellcasting. Altiair is a Chultuctus Being but has a "Elder-Giant Tattoo" allowing him to be a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Altiair has following Paladin spells prepared:

Cantrips (at will): Firebolt, Pretidigitation

1st level (4 slots): Bless, Command, Cure Wounds, Guiding Bolt

2nd level (3 slots): Aid, Branding Smite, Lesser Restoration

3rd level (3 slots): Beacon of Hope, Dispel Magic

4th level (3 slots): Banishment, Death Ward

5th level (2 slots): Flame Strikes, Hallow

Actions

Multiattack. Altiair can make two weapon attacks. Either two Holy Avenger Strikes, or two Shortbow Attacks.

Holy Avenger Strikes. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage. Plus 18 (4d8) Radiant Damage.

Shortbow. RangedWeapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 6) Piercing damage. Plus 18 (4d8) Radiant Damage

Legendary Actions

Altiair can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Altiair regains spent legendary actions at the start of his turn.

Attack. Altiair makes one melee weapon attack.

Holy Bolt (2 Action Cost). Altiair can cast Guiding Bolt Spell without expending a spell slot.

Monster Tags: Human

jasonv1001

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