Divine Awareness. The virtue knows if it hears a lie.
Incorporeal Movement. The virtue can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The virtue's spellcasting ability is Charisma (spell save DC 20). The virtue can innately cast the following spells, requiring only verbal components:
At will: guidance, message, resistance, detect evil and good, command, invisibility (self only), enhance ability
3/day each: move earth, plane shift (self only), raise dead
1/day each: control weather, etherealness, holy aura
Magic Resistance. The virtue has advantage on saving throws against spells and other magical effects.
Spellcasting. The virtue is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The virtue has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, ceremony, protection from evil and good, sanctuary, shield of faith
2nd level (3 slots): aid, gentle repose, lesser restoration, protection from poison
3rd level (3 slots): aura of vitality, create food and water, daylight, remove curse, water walk
4th level (3 slots): aura of life, aura of purity, control water
5th level (3 slots): commune, control winds, dispel evil and good, hallow
6th level (2 slot): heroes' feast, true seeing
7th level (2 slot): plane shift, temple of the gods
8th level (1 slot): earthquake
9th level (1 slot): true resurrection
Multiattack. The virtue makes two ranged spell attacks.
Healing Touch (4/Day). The virtue touches another creature. The target magically regains 27 (5d8 + 7) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Might of the Stronghold. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 29 (5d8 + 7) damage determined by the virtue's sovereign deity.







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