b'Angel, Psychopomp \n'b'  Family:   Angels  \n'b'  Medium   celestial ,  lawful neutral  \n'b'  Armor Class  14 (natural armor)  Hit Points  68 (8d8 + 32)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX:  14 (+2)  CON:  18 (+4)  INT:  14 (+2)  WIS:  16 (+3)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +6,  Wis  +5,  Cha  +6  Skills   Deception  +6,  History  +4,  Intimidation  +6,  Perception  +5  Damage Resistances  necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   darkvision  120 ft., passive  Perception  15  Languages  all, telepathy 60 ft.  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Death\xe2\x80\x99s Accomplice . When the psychopomp deals radiant damage, it can choose to deal necrotic damage instead. \n'b'  Fiendish Countenance . When traveling the planes of existence demons and devils are native to, such as Hell or the Abyss, the psychopomp appears to be a Fiend of a type native to that plane. Until it reveals its true nature (no action required) or uses its Divine Dictum, Spirit Usher, or Unmake Contract features, it is undetectable as a Celestial. \n'b'  Immortal Nature . The psychopomp doesn\xe2\x80\x99t require food, drink, or sleep. \n'b'  Magic Resistance . The psychopomp has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The psychopomp makes two Lantern Flail attacks. \n'b'  Lantern Flail .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 8 (1d10 + 3) bludgeoning damage plus 4 (1d8) radiant damage. A fiend or undead hit by this  attack  takes an extra 10 (3d6) radiant damage. \n'b'  Divine Dictum (Recharge 5\xe2\x80\x936) . The psychopomp unleashes a small portion of its creator\xe2\x80\x99s influence. Each creature of the psychopomp\xe2\x80\x99s choice that it can see within 30 feet of it must make a DC 14  Wisdom  saving throw, taking 22 (5d8) radiant damage on a failed save, or half as much damage on a successful one. Each  charmed ,  frightened , or possessed creature of the psychopomp\xe2\x80\x99s choice within 60 feet of it can choose to end the condition. \n'b'  Unmake Contract (1/Day) . The psychopomp can project the pure power and majesty of its patron deity. A creature the psychopomp can see or hear within 60 feet of it is freed of all liens upon its soul. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Spirit Usher (3/Day) . The psychopomp wards a creature with divine power for 1 hour. While warded, celestials, fiends, and undead have disadvantage on  attack  rolls against the creature, and the creature can\xe2\x80\x99t be  charmed ,  frightened , or possessed by them. In addition, the warded creature gains 11  temporary hit points  and, if slain, can\xe2\x80\x99t be raised as an undead for 1 year. \n'b'\n'b' ABOUT \n'b' A skeletal figure in a gray cloak steps from the shadows. In the light, its bony aspect is replaced with muscled flesh and pale skin. When its work is done, it spreads its gray wings and disappears with the sound of dozens of birds taking flight. \n'b' Psychopomps are created by deities to collect the souls of the faithful after they have been judged and carry them on to their final reward. These angels are single-minded in their devotion to their creators and their purpose, and they suffer no impediments while they go about their divine task. Despite their grim-faced countenances, psychopomps are interesting conversationalists that enjoy clever wordplay and challenging tests of logic and reason. \n'b'  Saviors of the Faithful . In addition to gathering and delivering souls after they have been judged, psychopomps descend into the Lower Planes and retrieve those wayward souls lost to fiendish promises. Psychopomps retain the complete knowledge of celestial and infernal law, and they are empowered with their patron\xe2\x80\x99s authority to forcibly unmake infernal contracts when they can\xe2\x80\x99t trick, bully, or otherwise manipulate a fiend into giving up its claim on a mortal soul. \n'b'  Bestial Countenance . Psychopomps that serve deities of death and the afterlife often have the head and other features of beasts favored by their patrons, such as jackals, owls, or ravens.'