Medium Humanoid (Aasimar) Cleric, Lawful Good
Armor Class 19 (mithral half plate, sentinel shield)
Hit Points 97 (15d8+30)
Saving Throws Con +6, Wis +8, Cha +5
Skills Insight +8, Medicine +8, Perception +8, Religion +5, Survival +8
Damage Resistances fire, necrotic, radiant
Senses darkvision 60 ft., passive Perception 18
Languages Celestial, Common, Gnomish
Proficiency Bonus +4
Challenge Rating 9 (5,000 XP)
Special Equipment. Okrim wears a suit of mithral half plate and a pair of winged boots (accounted for in his statistics). He wields the searing tome, a sentinel shield, and a guardian emblem on his shield.
Potent Spellcasting. Okrim adds his Wisdom modifier to any damage he deals with a cantrip.
Spellcasting. Okrim is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +8 to hit with spell attacks. He has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
1st level (4 slots): bless, burning hands, cure wounds, faerie fire, guiding bolt, healing word, inflict wounds, shield of faith
2nd level (3 slots): flaming sphere, hold person, protection from poison, scorching ray, silence, spiritual weapon
3rd level (3 slots): aura of vitality, fireball, mass healing word, revivify, spirit shroud, water walk
4th level (3 slots): banishment, guardian of faith, wall of fire
5th level (2 slots): dawn, flame strike, holy weapon, mass cure wounds, scrying
6th level (1 slot): heal, sunbeam, true seeing
7th level (1 slot): fire storm
8th level (1 slot): sunburst
Turn Undead (2/day). Okrim presents his holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Okrim as it can, and can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the dodge action.
When an undead of challenge rating 3 or lower fails its saving throw against Turn Undead, it is instantly destroyed.
Radiant Soul (1/day). Okrim unleashes his divine energy, causing his eyes to glimmer and two luminous, incorporeal wings to sprout from his back. His transformation lasts for one minute or until he ends it as a bonus action. During it, he has a flying speed of 30 feet, and once on each of his turns, he can deal extra 15 radiant damage to one target when he deals damage to it with an attack or a spell.
Warding Flare (4/day). When Okrim or a creature he can see within 30 feet of him is attacked by a creature he can see within 30 feet of him, he can interpose a blinding flare of holy light to impose disadvantage on the attack roll.