b'Hope \n'b'  Medium   celestial ,  neutral good\n'b' STATS STR: 10 (+0) DEX:  18 (+4)  CON:  14 (+2)  INT:  14 (+2)  WIS:  17 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  16 (natural armor)  Hit Points  65 (10d8 + 20)  Speed  30 ft., fly 90 ft. (natural form only)  Saving Throws   Dexterity  +8,  Wisdom  +7  Skills   Insight  +6,  Medicine  +5,  Perception  +6,  Persuasion  +8  Condition Immunities   charmed ,  exhaustion ,  frightened   Senses   darkvision  120 ft., passive  Perception  16  Languages  all, telepathy 120 ft.  Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'   Aura of Hope . Allies within 60 feet of a hope in its true form receive inspiration at the beginning of each of their turns, if they can see it. They are additionally immune to the Induce  Fear  feature of the hope\xe2\x80\x99s opposite numbers, the dread. \n'b'  Innate Spellcasting . The hope\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 16). It can innately cast the following spells, requiring no material components.\n'b'\n'b'   At will :  alter self ,  bless ,  detect evil and good ,  faerie fire ,  sanctuary  \n'b'  3/day each :  beacon of hope ,  lesser restoration ,  remove curse  \n'b'  1/day each :  hallow ,  dispel evil and good  \n'b'\n'b'  Actions \n'b'   Multiattack . The hope makes two longbow attacks. \n'b'  Longbow .  Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target.  Hit : 8 (1d8 + 4) piercing damage. \n'b'  Tactics \n'b' Hopes avoid combat, seeing bloodshed as a failure and option of absolute last resort. When forced to fight, a hope will use its magical abilities first, and then avoid physically damaging attacks unless absolutely necessary. Hopes can only fly in their natural form.'