Valkyrie

CR 9 soldier

medium celestial, lawful good

Armor Class: 18 (Plate)
Hit Points: 112 (15d8+45)
Speed: 40ft, fly 90ft
STR
21 (+5)
DEX
13 (+1)
CON
17 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
23 (+6)
Skills: Perception +8 Athletics +10 Persuasion +11 Insight +8
Damage Resistances: Radiant; Bludgeoning, Piercing and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened
Senses: Darkvision 120ft, Truesight 30ft, Passive Perception 18
Languages: All
Innate Spellcasting: The valkyrie's innate spellcasting ability is Charisma (spell save DC 19 , +11 to hit with spell attacks). The valkyrie can innately cast the following spells, requiring no material components:

Flyby: The valkyrie doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Bearer of the Dead: The valkyrie can carry up to two medium creatures or one large creature, without being slowed.

First to the Fight: The valkyrie has advantage on Initiative checks.

Magic Resistance: The valkyrie has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The valkyrie makes two melee attacks.

Greatspear: Melee weapon attack: +10 to hit, reach 10ft, one target. Hit: 10 (1d10+5) piercing damage + 11 (2d10) radiant damage.

Bonus Actions

Warhorn Blast (recharge 5-6): The valkyrie blows her warhorn, inflicting fear into her enemies. All enemies within 60 feet have disadvantage on their next attack roll, saving throw, or ability check made before the end of the valkyrie's next turn.

Reactions

Death's Sentinel (3/long rest): When a creature within 60 feet of the valkyrie suffers a critical hit, the valkyrie can turn that hit into a normal hit.

A winged female angel serving as a messenger from the gods. Armed with spears and protected by winged helmets, the valkyries are fierce both in spirit and on the battlefield.