We The People

Medium celestial, chaotic good

Armor Class 19 (natural armor)

19 (natural armor) Hit Points 231 (22d8+132)

231 (22d8+132) Speed 50 ft., fly 150 ft.

STR DEX CON INT WIS CHA 30 (+10) 23 (+6) 26 (+8) 15 (+2) 18 (+4) 17 (+3)

Saving Throws Con +14, Wis +10

Con +14, Wis +10 Skills Athletics +16, Acrobatics +12, Perception +10, Sleight of Hand +12, Stealth +12

Athletics +16, Acrobatics +12, Perception +10, Sleight of Hand +12, Stealth +12 Damage Resistances necrotic, radiant

necrotic, radiant Damage Immunities psychic

psychic Condition Immunities blinded, charmed, deafened, incapacitated, paralyzed, petrified, stunned, unconscious

blinded, charmed, deafened, incapacitated, paralyzed, petrified, stunned, unconscious Senses truesight 120 ft., passive Perception 20

truesight 120 ft., passive Perception 20 Languages All

All Challenge 18 (20,000 XP)

Final Battle. We The People automatically succeeds on all saving throws when it has half (115) or more of its hitpoints remaining.

God's Champion. We The People is bound to one creature who champions the ideals of democracy and carries the support of the people, which is referred to as the champion. Any attack or harmful effect that would be directed at the champion is directed at We The People instead, and the champion can will We The People to act.

Hands of God. We The People is entirely made up of arms and hands, thus has an unlimited number of hands to hold objects and creatures. Additionally, We The People's weapon attacks are magical. Finally, We The People counts as a Large creature for grappling, shoving, and carrying capacity.

Quick Hands. As a bonus action, We The People can make Dexterity (Sleight of Hand) checks to take or give an item, or take the Use an Object action.

Revolutionary Speed. We The People takes two turns in combat, taking the first turn at its normal initiative and its second turn at its initiative minus 10.

Stand Up. We The People is invisible and imperceptible in its default state, but can be detected with truesight or detect magic. It can appear or disappear on its turn (no action required). If it makes an attack or defends the champion, it becomes visible until the start of its next turn. We The People always stays within 5 feet of the champion, teleporting with them if either teleport.

Innate Spellcasting. We The People's innate spellcasting ability is Wisdom (spell save DC 18). We the people can innately cast any combination of the following spells five times per day, without requiring any material components: dimension door, misty step, plane shift, teleport, thunder step.

Actions Multiattack. We The People beats its wings and then makes two mass of fists attacks. Mass of Fists. Melee Weapon Attack. +16 to hit, reach 15 ft., one target.

Hit: 16 (1d12+10) bludgeoning damage and the creature is pushed back 5 feet. Beat Wings. We The People beats its wings in a 60-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Strength saving throw or be pushed back 20 feet, or half as far on a success. The line can start from We The People or any point it can see within 30 feet of it. Godhands. Melee Weapon Attack. +16 to hit, reach 15 ft., two targets. The targets take 9 (2d8) bludgeoning damage and are grappled (escape DC 18) and restrained. A target can attempt to escape as an action. Maelstrom of Hands (Recharge 5-6). We The People swirls in a 30-foot radius spherical dome. Each creature in the radius must make a DC 18 Dexterity saving throw or take 36 (8d8) bludgeoning damage and be pushed 15 feet clockwise or counterclockwise (We The People decides when it uses this ability), or take half as much damage and not be pushed back on a success.