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Pari
- STR
- 20 (+5)
- DEX
- 20 (+5)
- CON
- 20 (+5)
- INT
- 20 (+5)
- WIS
- 22 (+6)
- CHA
- 22 (+6)
The pari has advantage on saving throws against spells and other magical effects.
The pari doesn't require food, drink, or sleep.
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
Actions
The pari makes three Mace attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage.
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.
Find this creature in the encounter builder

Source: Journeys through the Radiant Citadel, p. 167 - Licenses and attribution