Princip
Medium celestial, any good alignment
Armor Class
15 (natural armor)
Hit Points
82 (11d8 + 33)
Speed
40 ft.
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Damage Immunities
necrotic, poison
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 60 ft., passive Perception 19
Saving Throws
Wis +6, Cha +6
Languages
all, telepathy 60 ft.
Challenge
5 (1,800 XP)
Angelic Weapons. The Princip’s weapon attacks are magical. When the Princip hits with any weapon, the weapon deals an extra 9 (2d8) radiant damage (included in the attack).
Magic Resistance. The Princip has advantage on saving throws against spells and other magical effects from evil characters and sources.
Aura of Protection Against Evil. Evil creatures have disadvantage on attack rolls against all allies within 5 feet of the Princip. Allies in this area can’t be charmed, frightened, or possessed by evil creatures. If an ally is already charmed, frightened, or possessed by evil magic, the ally has advantage on any new saving throw against the relevant effect.
Innate Spellcasting. The Princip’s spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
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At will: aid, enhance ability, lesser restoration, shield of faith
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3/day each: haste, remove curse, stoneskin
Actions
Multiattack. The Princip makes three attacks with the Scepter of Celestial Will.
Scepter of Celestial Will. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and 9 (2d8) radiant damage.
Crown of Glory. The Princip selects an ally. A golden crown appears over the ally’s head. While the crown remains, the ally cannot be compelled to act in a manner contrary to their will and may choose one ability score to raise to 24. Each time the ally takes damage while the crown is on them, they must make a Constitution saving throw or lose the crown. The DC equals 10 or half the damage taken, whichever number is higher.