Medium Undead, Any Good Alignment
AC 17 Half-plate    Initiative +9 (19)
HP 300 (28d12 + 112)
Speed 45 ft.
Mod Save
STR 14 +2 +2
DEX 17 +3 +3
CON 18 +4 +4
Mod Save
INT 13 +1 +1
WIS 16 +3 +3
CHA 20 +5 +5
Skills Deception +11, Insight +9, Perception +9
Senses Truesight 60 ft.; Passive Perception 19
Languages Common, Leonin
CR 17 (XP 18,000; PB +6)
Traits

Ancestry. The Ancestral Spirit is also a Beast Humanoid

Ancestral Resonance. When an enemy uses a Subclass Feature, the nearest Ancestral Spirit takes 60 damage (doubled if that Subclass was Path of the Ancestral Guardian). This can only happen once per turn, and this damage does not contribute to Taunt of Protectors

Unsaved. When subject to a Saving Throw, the Ancestral Spirit takes 30 damage (doubled if its from Shamshir) from failing, or 15 from succeeding. This can only happen once per turn, and this damage does not contribute to Taunt of Protectors

Be the Light. The Ancestral Spirit emits Bright Light in a 5-foot radius and Dim Light for an additional 5 feet. The light is sunlight.

Actions

Lesser Lightblade. Melee Attack Roll: +11, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 11 (3d6) Radiant damage. On a hit, roll d4. 1 - 2: nothing else happens, 3: inflict Radiating Orb, 4: inflict Taunt of Protectors

Spellcasting. The Ancestral Spirit casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):

1/Day Each: Crusader's Mantle, Spirit Guardians, Blinding Smite, Fly

PhoenyxBoy

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