Hyra Forgeborn
Hill Dwarf Forge Cleric
AC: 24 HP: 6/102 (+10 Aid)
PP: 17 PIv: 9 PIs: 17
Conditions: Death Ward, Watcher's Will (Adv Int/Wis/Cha saves)
Concentrating: Sunbeam
Spell Slots: 1st: 3/4 2nd: 2/3 3rd: 2/3 4th: 0/3 5th: 1/2 6th: 0/1

Safeguarded from the worst of the flames by her god's blessings, Hyra steps back and unleashes another blast of radiant energy against their demonic foe and its slightly less demonic summoner.

Spoiler: Actions
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Fire res drops the whip damage down to 7, DC13 concentration passed on discord.
Fire aura activates at the start of the Balor's turn, not Hyra's, so she dodges that too. WotC really should've changed that to end of turn instead, or as a bonus action 'flare up' sorta thing. With a 10ft reach on the longsword there's no real downside to attacking the balor and then stepping back to avoid its fire aura.

Anyway...

Move: I10
Bonus Action: Spiritual Weapon on T.
(1d20+9)[25](1d20+9)[11] Damage: (2d8+3)[7]
Action: Sunbeam the Cleric+Balor
(6d8)[30] Radiant
Cle Consave: (1d20)[17] Possible Adv: (1d20)[14] vs DC17
Bal Consave: (1d20)[7] Adv: (1d20)[2] vs DC17
Failure=Blinded for 1 turn
Success=Not blinded, half damage.




Spoiler: Celestial Stats
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Large celestial
Armor Class: 11 + spell level + 2 (defender only)
Hit Points: 40 (+10/spell level)
Speed: 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
Damage Resistances: radiant
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft., passive Perception 10
Languages: Celestial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Multiattack. The celestial makes a number of attacks equal to half this spell’s level
Radiant Bow (Avenger Only). Ranged Weapon Attack: +9, reach 150/600 ft., one target. Hit: 2d6 + 2 + spell level radiant damage.
Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.