21 (natural armor)
243 (18d10 + 144)
walk 50 ft., fly 150 ft.
wis +14, cha +17, int +14
perception +14
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
all, telepathy 120 ft.
21
+7
Atash's weapon attacks are magical. When Atash hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Atash knows if it hears a lie.
Atash has advantage on saving throws against spells and other magical effects.
Atash's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: • At will: detect evil and good, invisibility (self only) • 3/Day each: blade barrier, dispel evil and good, resurrection • 1/Day each: commune, control weather
Atash makes two greatsword attacks.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Atash releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If Atash can see the sword, Atash can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Atash's hands. If the hovering sword is targeted by any effect, Atash is considered to be holding it. The hovering sword falls if Atash dies.
Atash touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Atash can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Atash regains spent legendary actions at the start of its turn.
Atash magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Atash emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Atash targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.