Multiattack. The spirit makes 2 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (2d6+8) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (1d10+8) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 14 (2d8+5) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 3 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (2d6+9) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (1d10+9) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 15 (2d8+6) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 3 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (2d6+10) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (1d10+10) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 16 (2d8+7) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 4 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (2d6+11) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (1d10+11) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 17 (2d8+8) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 4 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (2d6+12) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (1d10+12) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 18 (2d8+9) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 2 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (2d6+8) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (1d10+8) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 14 (2d8+5) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 3 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (2d6+9) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (1d10+9) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 15 (2d8+6) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 3 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (2d6+10) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (1d10+10) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 16 (2d8+7) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 4 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (2d6+11) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (1d10+11) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 17 (2d8+8) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 4 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (2d6+12) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (1d10+12) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 18 (2d8+9) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 2 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (2d6+8) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (1d10+8) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 14 (2d8+5) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 3 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (2d6+9) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (1d10+9) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 15 (2d8+6) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 3 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (2d6+10) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (1d10+10) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 16 (2d8+7) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 4 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (2d6+11) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (1d10+11) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 17 (2d8+8) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 4 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (2d6+12) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (1d10+12) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 18 (2d8+9) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 2 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (2d6+8) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (1d10+8) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 14 (2d8+5) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 3 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (2d6+9) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (1d10+9) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 15 (2d8+6) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 3 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (2d6+10) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (1d10+10) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 16 (2d8+7) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 4 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (2d6+11) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (1d10+11) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 17 (2d8+8) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 4 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (2d6+12) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (1d10+12) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 18 (2d8+9) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 2 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (2d6+8) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (1d10+8) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 14 (2d8+5) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 3 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (2d6+9) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (1d10+9) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 15 (2d8+6) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 3 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (2d6+10) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (1d10+10) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 16 (2d8+7) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 4 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (2d6+11) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (1d10+11) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 17 (2d8+8) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
Multiattack. The spirit makes 4 Attacks.
Radiant Bow (Avenger Only). Ranged Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (2d6+12) Radiant damage.
Radiant Mace (Defender Only).Melee Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (1d10+12) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.
Healiing Touch (1/day). The celestial touches another creature. The target magically regains 18 (2d8+9) HP.
When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.