Ally of Justice Light Gazer (Duel Terminal:Order of the Warlords)

It sends light signals to its Allys to bring them to its aid. {| Large celestial construct, lawful neutral

Armor Class 19 (Plate Armor) Hit Points 95 (10d10 + 50) Speed 60 ft. Fly 30ft.

Saving Throws Dex +8, INT +8 Skills Perception +4 Damage Resistances necrotic, bludgeoning,piercing, and slashing from nonmagical attacks Damage Immunities cold, psychic Condition Immunities charmed, frightened, poisoned Senses blindsight 30 ft., passive Perception 9 Languages all; Challenge 15 (13,000 XP)

Acid Absorption. Whenever the Ally of Justice is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Aggressive. As a bonus action, the Ally of Justice can move up to its speed toward a hostile creature it can see.

Ambusher. In the first round of combat, the Ally of Justice has advantage on attack rolls against any creature it surprised.

Surprise Attack. If the Ally of Justice surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 9 (2d8) damage from the attack.

Magic Weapons. The Ally of Justice's weapon attacks are magical.

ACTIONS
Multiattack. A Ally of Justice can make two Ray attacks

Ray. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) radiant damage.

Haste (Recharge 5-6). Until the end of its next turn, the Ally of Justice magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

Death Ray of Beakining Light (Recharge 6-7). The lynel does one of the following: The Ally of Justice shines deadly light in a 30-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 52 (11d6) fire damage on a failed save, or half as much damage on a successful one. Thrusting its weapon into the ground, the Ally of Justice detonates a wave of light that sweeps out from it. Each creature in a 20-foot circle originating from the Ally of Justice must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 42 (9d6) fire damage, is pushed 10 feet away from it and knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone.
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