19 (natural armor)
231 (22d8 + 132)
30 ft., swim 30 ft.
Con +13, Wis +13
Insight +13, Medicine +13, Nature +11, Perception +13, Survival +13
radiant; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhausted, frightened
darkvision 120 ft.
Celestial, telepathy 120 ft.
23
Temperance knows if she hears a lie.
Temperance's innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no components • At will: create food and water, friends, purify food and water • 3/Day each: charm person, control water, dimension door, shape water, thunderwave (5th level) • 1/Day each: commune, expeditious retreat, revivify, suggestion
If Temperance fails a saving throw, it can choose to succeed instead.
Temperance has advantage on saving throws against spells and other magical effects.
Temperance's weapon attacks are magical.
Temperance makes two ranged attacks.
Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 27 (5d8 + 5) force damage plus 9 (2d8) radiant damage.
Temperance can bang her two water containers together and create a wave of sound. Any creatures within 60 ft. must make a successful DC 20 Constitution saving throw or be deafened and take 77 (22d6) force damage, half damage on a save. Any creature that succeeds on the saving throw is immune to the chime for the next 24 hours.
Temperance casts a cantrip.
Temperance creates a shimmering, magical field around herself or another creature she can see within 60 ft. of her. The target gains a +2 bonus to AC until the end of Temperance's next turn.
Temperance touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, poison, blindness, or deafness.