Joy (5e Creature)
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Medium celestial (angel), chaotic good
Saving Throws Dex +15, Int +16, Wis +17
Alert. The joy's initiative rolls gain a +5 bonus. In addition, she cannot be surprised while she is conscious, and other creatures cannot gain an advantage to attack rolls against her as a result of being hidden from her.
Innate Spellcasting. The joy's spellcasting ability is Wisdom (spell save DC 23). The joy can innately cast the following spells, requiring no material components:
Restore Life. When the joy uses greater restoration on a target, the target regains all of its lost hit points.
Angelic Weapons. The joy's weapon attacks are magical. When the joy hits with any weapon, the weapon deals an additional 6d8 radiant damage (included in the attack).
Magic Resistance. The joy has advantage on saving throws against spells and other magical effects.
Multiattack. The joy makes 1d4 Elfin Knight attacks.
Elfin Knight. Ranged Weapon Attack: +13 to hit, reach 60/300 ft., one target. Hit: 13 (1d10 + 7) piercing damage plus 27 (6d8) radiant damage.
White Sunlight. Ranged Spell Attack: +15 to hit, reach 150 ft., one target. Hit: 14 (3d8) radiant damage. In addition, the target must succeed on a DC 23 Constitution saving throw or be blinded until the start of the joy's next turn.
A Seraph of Llirra's 2nd Sphere of Power, Joys are tasked with the protection, and oversight of all female life on Faerun. Gifted with magical powers of healing and restoration, Joys are more than a match for any opponent they come across. Their limbs can form bolts of energy that punish evildoers who seek to harm women, and their radiance can be used as a flash of magic that burns even the most wicked of hearts. Although rare, mortals can gain access to the legendary Elfin Knight - the sacred hand crossbow of the Joy — either as a gift of Llirra, or as a trophy of a fallen angel.