Shariel

(Turn of Fortune's Wheel)

Medium celestial, Lawful Good

Armor Class17 (natural armor)
Hit Points136 (16d8 + 64)
Speed30 ft., fly 90 ft.
STRDEXCONINTWISCHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
Saving ThrowsCha +9, Wis +9
SkillsInsight +9, Perception +9
Damage Vulnerabilities—
Damage Resistancesradiant; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities—
Condition Immunitiescharmed; exhaustion; frightened
Sensesdarkvision 120 ft., passive Perception 19
Languagesall, telepathy 120 ft.
Challenge10

Traits

Angelic Weapons.

Shariel's weapon attacks are magical. When Shariel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Magic Resistance.

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

Actions

Multiattack.

Shariel makes two melee attacks.

Mace.

Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day).

Shariel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape.

Shariel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Shariel's choice).

In a new form, Shariel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Innate Spellcasting

Shariel's spellcasting ability is Charisma (spell save DC 17). Shariel can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

1 each/day: commune, raise dead