Large Celestial, Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 30 ft., fly 60 ft.
STR
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws DEX +5, WIS +4, CHA +2
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Celestial, Telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The Valkyrie has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Valkyrie makes two attacks with it's greatsword.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Call of the Dead (Recharge 6). A 15­-foot­-radius pulse of negative energy extends out from the Valkyrie. The pulse spreads around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

Stunning Scream (1/Day). The Valkyrie emits a horrific scream. Each creature within 20 feet of it that can hear it and that isn't a Valkyrie must succeed on a DC 14 Constitution saving throw or be stunned until the end of the Valkyrie's next turn.

Siollaro