The Abbot

Medium celestial, Lawful Evil

Armor Class

17 (natural armor)

Hit Points

136 (16d8+64)

Speed

walk 30 ft., fly 90 ft.

Saves

Wis +9, Cha +9

Skills

Insight +9, Perception +9

Damage Resistances

radiant; bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened

Senses

darkvision 120 ft.

Languages

all, telepathy 120 ft.

Challenge

10

Angelic Weapons

The Abbot's weapon attacks are magical. When The Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Magic Resistance

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

Innate Spellcasting

The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following spells, requiring only verbal components: • At will: detect evil and good • 1/Day each: commune, raise dead

Actions

Multiattack

The Abbot makes two melee attacks.

Mace

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day)

The Abbot touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape

The Abbot 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 (The Abbot's choice). In a new form, The Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses 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.