The Abbot is a 13th level spellcaster, Spellcasting Ability is Wisdom (Spell save DC 22, +12 to hit with spells) He has the following spells at the ready. Cantrips: Guidance Light Sacred Flame Level 1: Bane Guiding Bolt Level 2: Hold Person Spiritual Weapon Blindness/Deafness Level 3: Spirit Guardians Dispel Magic Daylight Level 4: Death Ward Divination Wall of Fire Level 5: Dawn
Angelic Weapons: The deva's weapons are magical for attacks, and when they hit, the weapon deals an extra 4d8 radiant damage Magic Resistance: The deva has advantage on saving throws for spells and other magical effects. Unfettered Creation: When forced into his true, angelic form, he begins to lose control over his form. He grows one size (large) then rolls a d12 to see how the form manifests itself. Every time the lair action hits, the effect changes. When The Abbot is dealt damage, he will roll a concentration check to maintain his human form. (See Lair actions)
Multiattack: The deva makes two melee attacks Mace: Melee Weapon Attack: +10 to hit., reach 5 ft. Hit 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant. Healing Touch (3 uses/ Long Rest): The deva touches another creature. That creatures gains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness. Tentacle: Melee Weapon Attack: +10 to hit., reach 10 ft, one target. Hit 11 (2d6+4) bludgeoning damage plus 18 (4d8) radiant, and target is grappled. The grappled creature can attempt to break free with a Strength (Athletics) or Dexterity (Acrobatics) check (DC 15) Radiant Breath (Recharge 5-6): The dragon head exhales radiant light in a 15 ft cone. Each creature in that area must make a DC 15 Dexterity Saving Throw , taking 31 (7d8) radiant damage on a failed save, or half as much on a success. Slam: Melee Weapon Attack: +10 to hit., reach 10 ft one target. Hit 18 (4d6+4) bludgeoning damage plus 18 (4d8) radiant. On a hit, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
On his Lair Action, roll a d12 and the Abbot will change depending on the result 1: The Abbot's flesh begins to boil and cancerous growths of mouths and eyes expand rapidly before sloughing off, creating 1d4 Gibbering Mouthers, which act immediately, attacking any creature hostile to the Abbot. 2: The Abbot's shoulders split open, and two black, writhing tentacles emerge from the open wounds. This gives the Abbot the tentacle attack. 3: The feathers on the Abbot's wings begin to swell, transforming into 1d4 Lions, which act immediately, attacking any creature hostile to the Abbot. 4: The Abbot's back blooms with fungal growths which begin to emit infectious spores. This gives the Abbot the Fungal Aura ability. 5: The Abbot mouth opens wide and a horrible buzzing sound emerges from within as a swarm of locusts appear. The Abbot casts Swarm of Insects, acting immediately and are hostile to any creatures hostile to the Abbot. 6: The Abbot's head splits in half, one half reforming itself, and the other twisting into a draconic visage with prismatic scales. From then on, he gains the Radiant Breath action. 7: The Abbot's eyes begin to drip tears of blood and fall out of the socket, regrowing and repeating the process several times until the pile of gathered eyeballs animates as an Oculo Swarm, acting immediately and attacks anything hostile to the Abbot. 8: The Abbot's arm grows bony plates, and enlarges, transforming it into a club-like appendage. This grant the Abbot the Slam action. 9: 2d4 tumorous growths emerge from the Abbot's back, which burst open in a shower of blood and viscera, birthing a Wretched from each tumor. They act immediately, and attack anything hostile to the Abbot. 10: The Abbot's lower back splits open and a horrific wasp-like stinger emerges from the wound. This gives the Abbot the Sting action. 11: The Abbot's fingers begin to bleed blackened blood from beneath the nails, which fall out and transform into 1d4 hideous Star Spawn Grue, which acts immediately and attacks anyone hostile to the Abbot. 12: The Abbot's chest cracks open and the ribs elongate into the razor sharp maw of a T-Rex. The Abbot gains the Bite action. He can also change the domain pending on the roll of a d4, if he rolls the same d12 as his current transformation 1-2: Summon 1d6 Ghouls 3-4: Open 1d4 holes in the terrain
He stays within the Abbey of St. Markovia