18 (natural armor)
228 (24d8 + 120)
30 ft.
Con +12, Wis +14
Insight +14, Nature +11, Perception +14
radiant; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhausted, frightened
darkvision 120 ft.
Celestial, telepathy 120 ft.
23
Kindness's innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Kindness can innately cast the following spells, requiring no components • At will: friends, guidance, light, purify food and drink, spare the dying • 3/Day each: bless, calm emotions, create food and water, dimension door, mass cure wounds (3rd level) • 1/Day each: beacon of hope, glyph of warding, plane shift
If Kindness fails a saving throw, she can choose to succeed instead.
Kindness has advantage on saving throws against spells and other magical effects.
Kindness's weapon attacks are magical.
Any creature within 60 feet of him cannot be frightened.
Kindness can use a bonus action to shapechange into any kind of Medium-sized humanoid or back into his true form. All his statistics are the same and any equipment he is wearing or carrying is transformed with him. If Kindness dies, he reverts back to his true form.
Kindness can walk on any body of water.
Kindness makes two melee attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 22 (5d8) radiant damage.
Kindness calls out and any non-evil creatures within 60 ft. add +2 to their next saving throw, ability check, or attack roll.
If a non-evil creature hits Kindness with an attack roll while within 60 feet of him, Kindness magically causes the attack to miss, provided he can see the attacker.
Kindness casts a cantrip.
Kindness touches a creature and heals 30 (6d8 + 3) hit points.
A halo forms above Kindness's head. He grabs it and throws it. One evil creature of his choice within 100 ft. is automatically hit and takes 27 (6d8) radiant damage.