b'Fylaka \n'b'  Medium   celestial ,  neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  120 (16d8 + 48)  Speed  50 ft.\n'b' STATS STR: 19 (+4) DEX:  16 (+3)  CON:  16 (+3)  INT:  13 (+1)  WIS:  18 (+4)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Intimidation  +5,  Perception  +7,  Religion  +4,  Stealth  +6,  Survival  +7  Damage Resistances  necrotic, poison  Senses   darkvision  60 ft., passive  Perception  17  Languages  understands Abyssal, Celestial, and Infernal but can\xe2\x80\x99t speak; telepathy 120 ft.  Challenge  6 (2,300 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Immortal Nature . The fylaka doesn\xe2\x80\x99t require food, drink, or sleep. \n'b'  Innate Spellcasting . The fylaka\xe2\x80\x99s spellcasting ability is  Wisdom  (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  invisibility  (self only) \n'b'  3/day each :  dimension door ,  locate creature  \n'b'\n'b'  Magic Resistance . The fylaka has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The fylaka\xe2\x80\x99s weapon attacks are magical. \n'b'  Soul Sense . The fylaka can magically sense the presence of living or undead creatures up to 500 feet away. It knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The fylaka makes two attacks: one with its bite and one with its claws. It can replace its bite  attack  with Imprison. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic or radiant damage (the fylaka\xe2\x80\x99s choice). If the target is a Medium or smaller creature, it is  grappled  (escape DC 15). Until this grapple ends, the fylaka can\xe2\x80\x99t bite a different target. \n'b'  Claws .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic or radiant damage (the fylaka\xe2\x80\x99s choice). \n'b'  Imprison . If the fylaka isn\xe2\x80\x99t Imprisoning a creature, the fylaka makes a claws  attack  against a Medium or smaller creature it is grappling. If the  attack  hits, it also opens its rib cage and shoves the target into its chest cavity, ending the grapple. While imprisoned in this way, the target is  restrained  and moves with the fylaka. It can see and hear normally but can\xe2\x80\x99t target anything outside the fylaka with attacks, spells, or abilities. It can be targeted by ranged effects originating outside the fylaka but has three-quarters  cover , and it can\xe2\x80\x99t be targeted by  melee attacks  or effects with a range of touch. If the fylaka chooses, the target takes 10 (3d6) necrotic or radiant damage (the fylaka\xe2\x80\x99s choice) at the start of each of the fylaka\xe2\x80\x99s turns. If the fylaka takes 15 damage or more on a single turn from an imprisoned creature, or if the fylaka dies, the creature is no longer  restrained  and falls  prone  in a space within 5 feet of the fylaka. \n'b'  Leap and Catch . The fylaka can jump up to its speed. It then uses Imprison, even against a creature it isn\xe2\x80\x99t grappling. \n'b'  Breath Weapon (Recharge 5-6) . The fylaka exhales energy in a 30-foot cone. Each creature in that area must make a DC 14  Constitution  saving throw, taking 21 (6d6) necrotic or radiant damage (the fylaka\xe2\x80\x99s choice) on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Fylakas rarely aim to destroy their quarry. \n'b' For one thing, psychopomps aren\xe2\x80\x99t particularly in the business of destroying souls. Rather, fylakas instead try to trap and escort souls to where they need to be. \n'b' Purgatory\xe2\x80\x99s hounds accomplish this by catching spirits in their expansive rib cages, within which divine energy weakens the prisoner and keeps it from escaping during the journey back.'