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.
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