Virtue, Charity

Medium celestial, lawful good

Armor Class

19 (natural armor)

Hit Points

294 (28d8 + 168)

Speed

30 ft.

Saves

Con +13, Wis +14, Cha +12

Skills

Insight +14, Perception +14, Persuasion +12

Damage Resistances

radiant; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhausted, frightened

Senses

darkvision 120 ft.

Languages

all, telepathy 120 ft.

Challenge

23

Innate Spellcasting

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

Joyful Presence

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.

Legendary Resistance (3/Day)

If Charity fails a saving throw, it can choose to succeed instead.

Magical Resistance

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

Magical Weapons

Charity's weapon attacks are magical.

Actions

Multiattack

Charity makes two melee attacks.

Longsword

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.

Legendary actions

Cantrip

Charity casts a cantrip.

Bolster (Costs 2 Actions)

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.

Healing Touch (Costs 3 Actions)

Charity touches another creature. The target magically regains 34 (7d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.