Valor (5e Creature)
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Huge celestial (cherubim), lawful good
Saving Throws Int +11, Wis +12, Cha +13
Angelic Weapons. Valor's weapon attacks are magical. When Valor hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. Valor knows if it hears a lie.
Innate Spellcasting. Valor's spellcasting ability is Charisma (spell save DC 21). Valor can innately cast the following spells, requiring no material components.
Magic Resistance. Valor has advantage on saving throws against spells and other magical effects.
Multiattack. Valor makes three melee attacks.
Valorium Blade. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Shield Sawblade. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Blade Extend (Recharge 5-6). Valor commands its valorium blade to extend up to double its original length, causing its reach to increase by 10 feet until the start of Valor's next turn.
Healing Touch (4/Day). Valor touches another creature. The target magically regains 34 (7d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Parry. Valor adds 6 to its AC against one melee attack that would hit it. To do so, Valor must see the attacker and be wielding a melee weapon.
As his name would imply, Valor is a warrior that regards bravery in the highest degree. Taking the form of a shield, he stands with Valiance at the front lines of the celestial plane's wars against the nine hells.