Koh Tam

Medium humanoid, lawful neutral

Armor Class

17 (breastplate, shield)

Hit Points

143 (22d8 + 44)

Speed

30 ft.

Saves

Wis +9, Cha +6

Skills

Arcana +8, History +8, Insight +9, Religion +8

Senses

darkvision 120 ft.

Languages

Abyssal, Celestial, Common, Infernal

Challenge

10

Proficiency Bonus

+4

Actions

Arbiter's Touch

Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) radiant damage.

Judgement

Koh Tam judges a creature within 60 feet of him. The target must succeed on a DC 17 Wisdom saving throw or take 50 (10d8 + 5) radiant damage. If the target had fewer hit points than their maximum prior to this attack, the creature takes 70 (10d12 + 5) radiant damage instead.

Arbiter's Light (Recharge 4-6)

Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 70 (10d12 + 5) radiant damage, and the target has the blinded condition until the start of Koh Tam's next turn. Blinded: • A blinded creature can't see and automatically fails any ability check that requires sight. • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

Spellcasting

Koh Tam casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17): • At will: False Life, Gentle Repose, Lesser Restoration, Protection from Evil and Good, Speak with Dead • 1/Day each: Antilife Shell, Blight, Death Ward, Dispel Evil and Good, Greater Restoration, Raise Dead, Regenerate, Revivify, Spiritual Weapon