b'The King of Spirits \n'b' The king of spirits manifests as a  large   lion  with thick, white fur. He wears a red mask and his body is adorned with gilded armor,  polished to a mirror finish . \n'b' Large celestial, lawful good \n'b'  Armor Class  20 (natural armor)  Hit Points  225 (18d10 + 126)  Speed  60 ft., fly 60 ft.\n'b' STATS STR: 25 (+7) DEX:  20 (+5)  CON:  25 (+7)  INT:  18 (+4)  WIS:  23 (+6)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +13,  Wisdom  +12,  Charisma  +12  Skills   Insight  +12,  Perception  +12,  Persuasion  +12  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  radiant  Condition Immunities   charmed ,  exhaustion ,  frightened   Senses   truesight  120 ft., passive  Perception  22  Languages  all, telepathy 120 ft.  Challenge  17 (18,000 XP) \n'b' Special Traits \n'b'   Aura of Protection . All allies within 30 feet of the king of spirits gain a +6 bonus to saving throws as long as the king of spirits is conscious. \n'b'  Divine Weapons . The king of spirits\xe2\x80\x99s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (already included below). \n'b'  Magic Resistance . The king of spirits has advantage on saving throws against spells and other magical effects. \n'b'  Pack Tactics . The king of spirits has advantage on  attack  rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'  Actions \n'b'   Multiattack . The king of spirits makes two attacks: one with his bite and one with his claws. \n'b'  Bite .  Melee Weapon Attack : +13 to hit, reach 5 ft., one target.  Hit : 11 (1d8 + 7) piercing damage plus 18 (4d8) radiant damage. \n'b'  Claws .  Melee Weapon Attack : +13 to hit, reach 5 ft., one target.  Hit : 10 (1d6 + 7) slashing damage plus 18 (4d8) radiant damage. \n'b'  Summon Spirit (1/day) . The king of spirits can summon any combination of 2d4 good-aligned ghosts, uraeuses, or couatls; 1d4 temple dogs, unicorns, or good-aligned wraiths; or one  buraq  or deva. The spirits and celestials appear in unoccupied spaces within 60 feet of the king of spirits and act as his allies. They remain for 1 minute or until the king of spirits dismisses them as an action. \n'b'  Reactions \n'b'   Divine Protection . When a creature makes an  attack  against the king of spirits or one of his allies within 30 feet, the king of spirits grants the target of the  attack  a +5 bonus to its AC until the start of his next turn. \n'b'  Legendary Actions \n'b' The king of spirits can take 3  legendary actions , choosing from the options below. Only one  legendary action  option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The king of spirits regains spent  legendary actions  at the start of his turn. \n'b'   Claw . The king of spirits makes one claw  attack . \n'b'  Enlightening Roar . Each creature he chooses within 30 feet of him can immediately repeat a saving throw to end one condition currently affecting it. \n'b'  Divine Command (Costs 2 Actions) . The king of spirits roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one  attack  as a  reaction . The creature doesn\xe2\x80\x99t provoke an opportunity  attack  from this movement. \n'b'  About \n'b'  Sworn Enemies . The king of spirits has sworn his life to the defeat of his former lover, the demon queen of witches. Though he works to spread harmony throughout existence, much of his time is spent countering her schemes. \n'b'  Celestial Allies . The king of spirits is rarely without an entourage of like-minded celestials ready to aid him at a moment\xe2\x80\x99s notice. Good-aligned ghosts and wraiths flock to him, particularly those wronged by loved ones or who fell victim to the demon queen of witches and the machinations of her worshipers.'