b'Azata, Raelis \n'b'  Family:   Azata  \n'b'  Large   celestial  (azata),  chaotic good  \n'b'  Armor Class  17 (natural armor)  Hit Points  168 (16d10+80)  Speed  50 ft., fly 120 ft.\n'b' STATS STR: 22 (+6) DEX:  19 (+4)  CON:  20 (+5)  INT:  18 (+4)  WIS:  15 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  cold, fire  Damage Immunities  lightning  Condition Immunities   petrified   Senses   darkvision  60 ft., passive  Perception  12  Languages  all  Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The raelis\xe2\x80\x98s innate spellcasting ability is  Charisma  (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  alter self ,  freedom of movement ,  nondetection  \n'b'  3/day each :  dimension door ,  glyph of warding ,  greater invisibility ,  lightning bolt ,  symbol  \n'b'  1/day each :  plane shift ,  teleport  \n'b'\n'b'  Rune Mastery . The raelis is immune to all writing-based spells and effects, such as  glyph of warding  and  symbol . \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +10 to hit, 10 ft. reach, 1 target.  Hit : 17 (2d10 + 6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Formed from the souls of authors, artists, and storytellers, raelises travel to the farthest corners of the world and beyond searching for epic stories, poems, and simple tall tales. As they travel and quest for ever more obscure tales, they strive to make the world a brighter place with music, story, and laughter. Newly formed raelises have fair skin, but it slowly darkens over the centuries as they spend long hours exposed to the sun and elements. A raelis stands 9 feet tall and weighs close to 1,000 pounds. \n'b'  Intercessors . The lust for new tales and stories drives raelises to the mortal planes than other azatas, coming in disguise to influence events. A raelis might travel from town to town spreading tales and news to encourage rebellion in a poorly run kingdom, or insinuate itself into an invader\xe2\x80\x99s army to sow dissension. Often a raelis\xe2\x80\x99s influence isn\xe2\x80\x99t felt until it is long gone, as raelises use their powers to bend minds in subtle ways to plant the seeds of change. \n'b'  Genderfluid . Essentially gender neuter in their natural form, raelises have an androgynous beauty to their lean, sculpted bodies. When altering their physical form via  alter self  or other magical abilities, they can choose to take on male or female forms. Younger raelises often have a preferred gender, but as they get older, raelises choose their gender based on mood or as the task in front of them demands. \n'b'  The Power of Story . Ironically, bards and storytellers are the mortals least likely to receive the  aid  of a raelis azata. Raelises almost universally believe the best mortal works are born of strife and crisis. Shielding a known storyteller from the trials of life could very well prevent the greatest epics from being written, though those who deliberately abuse or murder a storyteller while a raelis is near discover swift justice after the fact. \n'b'  Endless Travels . While they all have favored trails, raelises consider it a bad omen to make the exact same journey twice and they go out of their way to avoid doing so. After eons exploring in this manner, the average raelis becomes a living atlas. They can run for days on end, passing time reciting stories and verse in time with the rhythm of the road. \n'b' Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. \n'b' Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their  help . Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take  elemental  or eldritch forms, though all are created and nourished by the influx of goodly mortal souls. Like most celestials, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race. \n'b' Azatas can speak with almost any creature because of their truespeech special ability. \n'b'  Wanderers . Azatas rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata \xe2\x80\x9csettlements\xe2\x80\x9d are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs. \n'b'  Knights Errant . Most azatas have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle. They are driven by a crusading nature and feel bored when forced to stay in one place too long. \n'b' This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without  darkness  there can be no  light , and without struggle there can be no victory. \n'b' Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and  aid  those who have no hope of defending themselves. \n'b' Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a oneazata crusade against the cruelties of the multiverse.'