18 (plate)
65 (10d8 + 20)
30 ft.
Con +5, Wis +4
Athletics, +4, Insight +4, Perception +4, Survival +4
darkvision 60 ft.
Common, Celestial, Undercommon
6
The illuminai has advantage on saving throws against being frightened.
The illuminai's innate spellcasting ability is Charisma (spell save DC 15). The illuminai can innately cast the following spells, requiring no components • At will: detect evil and good • 2/Day each: cure wounds, dispel evil and good, light, pass without trace
The illuminai makes two attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 13 (3d8) radiant damage. Once a day can also be used to cast misty step.
Ranged Weapon Attack: +6 to hit, range 150/400 ft., one target. Hit: 6 (1d8 + 2) piercing damage and 9 (2d8) radiant damage.