Barong

Large celestial, Good Lawful

Armor Class

20 (natural armor)

Hit Points

225 (18d10+126)

Speed

walk 60 ft., fly 60 ft.

Saves

Con +13, Wis +12, Cha +12

Skills

Insight +12, Perception +12, Persuasion +12

Damage Resistances

bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

radiant

Condition Immunities

charmed, exhaustion, frightened

Senses

truesight 120 ft.

Languages

All, telepathy 120 ft.

Challenge

17

Aura Of Protection

All allies within 30 feet of Barong gain a +6 bonus to saving throws as long as Barong is conscious.

Divine Weapons

Barong's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (already included below).

Magic Resistance

Barong has advantage on saving throws against spells and other magical effects.

Pack Tactics

Barong has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack

Barong makes two attacks. one with his bite and one with his claws.

Bite

Melee Weapon Attack: +0 to hit, reach 0 ft., plus 18 (4d8 + 0) radiant damage.Melee Weapon Attack: +0 to hit, reach 0 ft., Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit.11 (1d8 + 7) piercing damage

Claws

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage plus 18 (4d8) radiant damage.

Summon Spirit (1/Day)

Barong can summon any combination of 2d4 good-aligned ghosts, uraeuses (Tome of Beasts p. 392), or couatls; 1d4 temple dogs (Tome of Beasts p. 378), unicorns, or good-aligned wraiths; or one buraq (Tome of Beasts p. 48) or deva. The spirits and celestials appear in unoccupied spaces within 60 feet of Barong and act as his allies. They remain for 1 minute or until Barong dismisses them as an action.

Legendary actions

Legendary Actions (4/Turn)

The celestial can take 4 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. The celestial regains spent legendary actions at the start of its turn.

Options

Barong can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Barong regains spent legendary actions at the start of his turn.

Claw

Barong makes one claw attack.

Enlightening Roar

Each creature he chooses within 30 feet of him can immediately repeat a saving throw to end one condition currently affecting it.

Divine Command (Costs 2 Actions)

Barong roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one attack as a reaction. The creature doesn't provoke an opportunity attack from this movement.