THE SHARED REFERENCE Adventurer

Monster

Pari

Outside your table’s allowed sources

Official reference · JttRC · 2014

Creature type
Celestial
Size
Medium
Armor class
16 (breastplate)
Hit points
180 (19d8 + 95)
Speed
Walk 30 ft., Fly 90 ft.
Challenge rating
13
Alignment
Lawful Good
Strength
20
Dexterity
20
Constitution
20
Intelligence
20
Wisdom
22
Charisma
22
Passive Perception
21
Saving Throws
con: +10; wis: +11; cha: +11
Skills
insight: +16; perception: +11
Senses
truesight 120 ft.
Languages
all, telepathy 120 ft.
Resistances
fire, radiant, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, exhaustion, frightened

Traits

Magic Resistance

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

Unusual Nature

The pari doesn't require food, drink, or sleep.

Actions

Multiattack

The pari makes three Mace attacks.

Mace

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage.

Disorienting Futures

The pari attempts to flood the mind of one creature it can see within 60 feet of itself with visions of the future. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and have disadvantage on attack rolls until the start of the pari's next turn.

Spellcasting

The pari casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

At will: detect evil and good

2/day each: cure wounds (as a 6th-level spell), lesser restoration

1/day each: commune (as an action), dispel evil and good

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