Imperius the Stormcast Eternal

Medium celestial, lawful good

Armor Class 21 (plate w shield)

21 (plate w shield) Hit Points 167

167 Speed 30 ft.

STR DEX CON INT WIS CHA (+4) (+0) (+4) (+0) (+3) (+4)

Saving Throws Str +7, Wis +6, Cha +7

Str +7, Wis +6, Cha +7 Senses passive Perception 12

passive Perception 12 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks.

radiant; bludgeoning, piercing, and slashing from nonmagical attacks. Languages Common, Celestial

Common, Celestial Challenge 8 (3900 XP)

Innate Spellcasting. Imperius' spellcasting ability is Charisma (spell save DC 15). Imperius can innately cast the following spells, requiring only verbal components:

At will: command, detect good and evil

3/day each: blinding smite, branding smite, thunderous smite

1/day each: commune, dispel magic

Magic Resistance. Imperius has advantage on saving throws against spells and other magical effects

Actions

Multiattack. Imperius makes three attacks with his Warhammer or can replace one with a Shield Bash attack.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 bludgeoning damage plus 2d6 lighting damage.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 1d6 + 4 bludgeoning damage plus 2d6 lightning damage and the target must succeed a DC 14 Strength saving throw or be shoved back 10 feet and knocked prone.

Healing Touch (1/Day). Imperius touches another creature. The target magically regains 4d8 + 2 hit points and is freed of any curse, disease, poison, blindness, or deafness.