13 (chain shirt)
90 (20d8)
walk 30 ft.
wis +8, cha +6, int +6
medicine +8, religion +6
darkvision 60 ft.
Celestial, Common, Elvish
5
+3
The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can't put it to sleep.
The elf doesn't require sleep.
The elf casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16): • 2/Day each: cure wounds (8th-level version), hold person • 1/Day each: divination, sending, word of recall
The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 17 (5d6) radiant damage.
Magical, flame-like radiance rains down on a creature that the elf can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw, taking 22 (5d8) radiant damage on a failed save, or half as much damage on a successful one.
The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see.