Large Celestial, Lawful Neutral
Armor Class 22 (plate armour, 2 shields)
Hit Points 147 (14d10 + 70)
Speed 30 ft., Fly 10 ft.
STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
15 (+2)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws STR +11, CON +10
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 60 ft, Passive Perception 11
Languages Celestial
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Four Armed. The Bound Knightmare can wield 2 shields.

Innate Spellcasting. The Bound Knighmare's spellcasting ability is Charsima (spell save DC 13). The Bound Knightmare can innately cast the following spells. 

3/day each disguise self, invisibility

1/day greater invisibility

 

Actions

Multiattack. The Bound Knightmare can make 3 attacks with its greatsword.

Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 20 (4d6 + 6) slashing damage. This is a magic weapon attack.

Description

Bound inside a suit of plate armour these four armed spirits weaver the magic of light and darkness around themselves to protect themselves and remove their foes.

Lorefang

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