Rain

Small Celestial, Lawful Good

Armor Class

15 (natural armor)

Hit Points

60 (11d6 + 22)

Speed

walk 30 ft., fly 120 ft.

Saves

dex +3, con +5, wis +7

Skills

Acrobatics +3, Insight +7, Stealth +3

Damage Resistances

Bludgeoning, Piercing or Slashing damage from nonmagical attacks

Damage Immunities

Fire, Poison, Radiant

Condition Immunities

Charmed, Paralyzed, Poisoned

Languages

Celestial, Common

Challenge

5

Proficiency Bonus

+3

Fiery Wings

Rain's wings are made of flame, and they shed bright light out to 15 feet and dim light for an additional 15 feet. At the start of each of Rain's turns, each creature of Rain's choice within 5 feet of her takes 3 (1d6) fire damage. A creature that hits Rain with a melee attack takes 3 (1d6) fire damage.

Magic Resistance

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

Actions

Multiattack

Rain makes two Hoof attacks.

Hoof

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.

Haloed Horn Burst (Recharge 5-6)

Rain uses her haloed horn to produce one of the following magical effects:

Glitterstorm

Rain emits a rainbow beam in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed saving throw, or half as much damage on a successful one; creatures of evil alignment have disadvantage on this saving throw. If the damage from this effect reduces a creature to 0 hit points, the creature dies, and its body turns into glittery flowers.

Healing Rainbows

Rain releases a wave of rejuvenating multicolored light in a 30-foot cone. Each creature of Rain's choice in that area regains 18 (4d8) hit points.

Nimble Escape (Bonus Action)

Rain takes either the Disengage or the Hide action.