Large Celestial, Lawful Good
Armor Class 17 Natural armor
Hit Points 450 (67d12)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
26 (+8)
INT
17 (+3)
WIS
20 (+5)
CHA
17 (+3)
Skills Religion +10
Senses Passive Perception 16
Languages Celestial, Common, Elvish
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Martyr's Aura. Any damage taken by allies within 30 feet of the avatar is reduced by 20 and redirected to the avatar.

Regeneration: The avatar regains 20 hit points at the start of its turn. If the avatar takes acid or fire damage, this trait doesn't function at the start of the avatar's next turn.

Actions

Bless. You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Life Transference (Recharge 5-6). You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

Multiattack: The avatar makes two Touch of Solace attacks.

Touch of Solace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage.

Bonus Actions

Sanctuary (Recharge 5-6). You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Staggering Smite (Recharge 4-6). The next time you hit a creature with a melee weapon attack this turn, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

 

Reactions

Masochistic Reflection. The next time and ally within 30 feet would suffer damage from a critical hit, that creature suffers no damage instead. The avatar takes damage equal to double that damage roll.

Lifrathsir