19 (natural armor)
294 (28d8 + 168)
30 ft.
Con +13, Wis +14, Cha +12
Insight +14, Perception +14, Persuasion +12
radiant; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhausted, frightened
darkvision 120 ft.
all, telepathy 120 ft.
23
Charity's innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no components • At will: create food and water, friends, guidance, light, prestidigitation • 3/Day each: bless, charm person, create or destroy water, dimension door, enhance ability, lesser restoration, revivify, thunderwave (5th level) • 1/Day each: beacon of hope, calm emotions, expeditious retreat, suggestion
Any creature that starts its turn within 60 feet of Charity must make a DC 20 Wisdom saving throw. On a failed save, the creature becomes charmed by Charity for 1 minute. If the charmed creature takes any damage, the effect ends. On a successful save, the creature becomes immune to this feature for the next 24 hours.
If Charity fails a saving throw, it can choose to succeed instead.
Charity has advantage on saving throws against spells and other magical effects.
Charity's weapon attacks are magical.
Charity makes two melee attacks.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 31 (7d8) radiant damage. Charity can use a bonus action to make this sword cast bright light in a 30 ft. radius. Any non-evil creature that sees this light adds +1 to their saving throws.
Charity casts a cantrip.
Charity bolsters all nonhostile creatures within 120 feet of her until the end of her next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of Charity's next turn.
Charity touches another creature. The target magically regains 34 (7d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.