17 (natural armor)
104 (16d8+32)
walk 30 ft.
Con +6, Int +7, Wis +9
Arcana +7, History +11, Insight +9, Perception +9, Religion +7
necrotic
poison, radiant
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 120 ft.
Common, Elvish
10
The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled.
The councilor has advantage on saving throws against spells and other magical effects.
The councilor is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: • Cantrips (at will): guidance, mending, sacred flame, spare the dying, thaumaturgy • 1st level (4 slots): bless, command, create or destroy water • 2nd level (3 slots): augury, calm emotions, hold person • 3rd level (3 slots): daylight, dispel magic, spirit guardians • 4th level (3 slots): banishment, divination, guardian of faith • 5th level (2 slots): dispel evil and good, flame strike (see "Actions" below), scrying • 6th level (1 slots): forbiddance, planar ally • 7th level (1 slots): plane shift
The councilor makes two Radiant Touch attacks.
Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) radiant damage.
The councilor touches another creature. The target magically regains 18 (3d8 + 5) hit points and is freed from one curse afflicting it (councilor's choice).
The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a DC 17 Dexterity saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. If the councilor casts this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (its choice) increases by 1d6 for each slot level above 5th.
The undead can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.
The councilor makes one attack with its Radiant Touch.
The councilor channels positive energy into its Aura of Radiance. Until the end of the councilor's next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the bright light must succeed on a DC 17 Constitution saving throw or be blinded until the end of the councilor's next turn.