Cygnus

Medium celestial, Lawful Good

Armor Class

19 (natural armor, or plate armor in human form, defense)

Hit Points

147 (19d8+57)

Speed

walk 30 ft., fly 90 ft.

Saves

Constitution +7, Wisdom +9, Charisma +8 (+4 on all saving throws from Aura of Protection)

Skills

Athletics +8, Insight +9

Damage Resistances

psychic; bludgeoning, piercing and slashing from nonmagical attacks

Senses

Truesight 120 ft.

Languages

All, telepathy 120 ft.

Challenge

6

Innate Spellcasting

Cygnus' spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring only verbal components: • At will: detect evil and good, detect magic, detect thoughts • 3/Day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield • 1/Day each: dream, greater restoration, scrying

Spellcasting

Cygnus is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Cygnus has the following paladin spells prepared: • 1st level (4 slots): command, cure wounds, divine favor, heroism, protection from evil and good, purify food and drink, shield of faith • 2nd level (2 slots): lesser restoration, magic weapon*, warding bond*, zone of truth *Cygnus casts these spells on itself before combat.

Defense

When Cygnus is wearing armor, he gains a +1 bonus to AC.

Magical Weapons

Cygnus' weapon attacks are magical.

Shielded Mind

Cygnus is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location

Divine Health

Cygnus is ummune to disease.

Divine Smite

When Cygnus hits a creature with a melee weapon attack, it can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 9 (2d8) for a 1st-level spell slot, or 13 (3d8) for a 2nd-level spell slot. The damage increases by 1d8 if the target is an undead or a fiend

Actions

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict

Melee Weapon Attack: +8 to hit, reach 10 ft., one medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and Cygnus can't constrict another target

Change Shape

Cygnus magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Cygnus' choice). In a new form, the Cygnus otherwise retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, Cygnus can use its bite in that form.

Divine Sense (5/Day)

Cygnus can detect evil forces. Until the end of its next turn, Cygnus knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type (celestial, fiend, or undead) of any being whose presence it senses, but not its identity. Within the same radius, Cygnus also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell

Lay on Hands (Recharges after a Long Rest)

Cygnus can touch a creature and draw power from its pool of 30 hit points to restore a number of hit points to that creature, up to the maximum amount remaining in its pool. Alternatively,Cygnus can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. Cygnus can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs

Oath of Devotion (Recharges after a Short or Long Rest)

Cygnus can channel divine energy to fuel either of the following magical effects.

Sacred Weapon

Cygnus can imbue one weapon that it is holding with positive energy, using Channel Divinity. For 1 minute, it adds its Charisma modifier to attack rolls made with that weapon (+4). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. Cygnus can end this effect on its turn as part of any other action. If it is no longer holding or carrying this weapon, or if it falls unconscious, this effect ends.

Turn the Unholy

Cygnus presents its holy symbol and speaks a prayer censuring fiends and undead, using its Channel Divinity. Each fiend or undead that can see or hear Cygnus within 30 feet of it must make a DC 16 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from Cygnus as it can, and it can't willingly move to a space within 30 feet of it. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.