AC 17 (natural armor0
HP 150 (20d10+40; bloodied 75)
Speed 40 ft., fly 40 ft. (hover)
Proficiency +4; Maneuver DC 16
Saving Throws Wis +8
Skills Arcana +6, Medicine +8 (+1d8), Religion +6 (+1d8)
Damage Resistances necrotic, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities disease , fatigue , poisoned , petrified , prone , strife
Senses truesight 120 ft., passive Perception 14
Languages all (as the spell tongues )
Lawful Good. The khyphon radiates a Lawful aura and a Good aura.
Magic Resistance. The khyphon has advantage on saving throws made against spells and other magical effects.
ACTIONS
Bandages. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6+4) force damage and the khyphon regains an equal number of hit points. The target is grappled (escape DC 16) if the khyphon isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 11 (2d6+4) magical bludgeoning damage at the start of each of its turns.
Multiattack. The khyphon makes two attacks with its bandages.
Animate Bandages (Recharge 6). Up to four bandages wrapped around the khyphon’s body animate under its control. Alternatively, the khyphon can choose to animate bandages it can see within 120 feet of it instead, provided that the bandages aren’t being worn or carried. Each animated bandage is an object with AC 20, 20 hit points, resistance to bludgeoning damage, and immunity to psychic and thunder damage. When the khyphon uses multiattack on its turn, it can use each animated bandage to make one additional bandage attack. An animated bandage can grapple one creature of its own but can’t make attacks while grappling. An animated bandage reverts to its inanimate state if reduced to 0 hit points or if the khyphon is incapacitated or dies.
BONUS ACTIONS
Heal (1/Day). The khyphon touches a creature, magically healing 60 hit points of damage and ending any blindness, curse, deafness, disease, or poison on the target.
REACTIONS
Quick Reaction. The khyphon has 2 reactions each round. Only one reaction may be used to make an opportunity attack .
Deflect Attack. The khyphon strikes a melee, ranged, or spell attack that would hit it or a creature within reach, reducing the attack’s damage by 11 (2d6+4). When deflecting a spell attack with an extra effect, the khyphon makes an attack roll opposed by a concentration check by the spellcaster. On a success, the spell effect is negated.
Ensnaring Slip. When the khyphon successfully hits with an opportunity attack , instead of dealing damage the khyphon can knock the target prone instead.
Aglow with golden light, the humanoid form of a khyphon is nearly entirely obscured by bandages and beneath those are eyes—on its head, shoulders, sides, legs. The celestial floats in the air with palpable albeit unnatural power, and when looking upon it observers feel a sense of purpose as though its mere presence were a force pushing and pulling upon their very souls.
Though some texts name them as mercy angels, khyphonim are frequently misunderstood celestials often assumed to be an omen of death thanks largely to their heavy bandaging. However many religious scholars theorize that their chosen form is more metaphorical; just as real bandaging prevents bleeding and protects against infection, khyphonim play a similar cosmic role in ending suffering and preventing disaster. Tales of khyphonim talk of the mercy angels destroying warmongers and invaders while shielding the victims of violence so they are allowed to heal, and countless cycles of pain and bloodshed are said to have been broken by the intervention of one of these celestials.
Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.