Formidable. A melee weapon deals one extra die of its damage when Arakiel hits with it (included in the attack).
Angelic Resistance. Arakiel has advantage on saving throws against spells and other magical effects.
Radiant Visions. Arakiel has truesight of up to 120ft. and is immune to the effects of being blinded.
Celestial Visage. Arakiel is immune to effects that would sense their emotions or read their thoughts, detect their location, as well as all divination spell that they refuse. Wisdom (Insight) checks made to ascertain Arakiel's intentions have disadvantage.
Luminescence. Arakiel sheds bright light in a 15-foot radius and dim light in an additional 30 feet.
Divine Concentration. Arakiel can use their action to regain (1d4) spell slots of a level of their choice.
Freedom of Movement. Arakiel ignores difficult terrain, and magical effects can't reduce their speed or cause them to be Restrained. They can spend 5 feet of movement to escape from nonmagical restraints or being Grappled.
Evasion. If Arakiel is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, Arakiel instead takes no damage if they succeed on the saving throw, and only half damage if they fail.
Elemental Weapons. Arakiel's weapon attacks are magical. When Arakiel hits with any weapon, the weapon deals another (8d6) damage of their choice between the following: acid, fire, cold, lightning or thunder (included in the attack).
Fragile Bodies. For as long as Arakiel remains on a plane that isn't the Celestial Plane, they take 12 (4d6) force damage at the start of their turn. If they would be killed on that plane, their body would be returned to the Celestial Plane.
Spellcasting. Arakiel is a 20th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 23, +14 to hit with spell attacks). Arakiel has the following wizard spells prepared:
Cantrips (at will): prestidigitation, fire bolt, frostbite, mending
1st-level (6 slots): mage armor, find familiar, burning hands, ice knife
2nd-level (5 slots): blur, dragon's breath, misty step
3rd-level (4 slots):counterspell, blink, fear, lightning bolt, thunder step
4th-level (4 slots): hallucinatory terrain, greater invisibility, confusion, polymorph, locate creature, dimension door
5th-level (3 slots): arcane hand, cone of cold, control winds, dream, wall of force, wall of light
6th-level (3 slots): arcane gate, chain lightning, [Tooltip Not Found], mental prison, wall of ice
7th-level (2 slots): simulacrum, sequester, reverse gravity, mirage arcane
8th-level (1 slot): maddening darkness, feeblemind, demiplane, antimagic field
9th-level (1 slot): wish, blade of disaster, foresight
Multiattack. Arakiel makes four melee or ranged attacks. He can forgo an attack to use Shield Bash.
Reclaimed Longsword. Melee or Ranged Weapon Attack: +20 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 27 (4d8 + 11) slashing damage, or 31 (4d10 + 11) slashing damage if used with two hands to make a melee attack, plus another 24 (8d6) damage of their choice between the following: acid, fire, cold, lightning or thunder.
Reclaimed Spear. Melee or Ranged Weapon Attack: +20 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 23 (4d6 + 11) piercing damage, or 27 (4d8 + 11) piercing damage if used with two hands to make a melee attack, plus another 24 (8d6) damage of their choice between the following: acid, fire, cold, lightning or thunder. The spear returns to Arakiel at the end of their turn if it is thrown and deals another 23 (4d6 + 11) piercing damage to all creatures it passes through to return to them.
Shield Bash. Melee Weapon Attack: +20 to hit, reach 5 ft., one creature. Hit: 13 (4d4 + 11) bludgeoning damage plus another 24 (8d6) damage of their choice between the following: acid, fire, cold, lightning or thunder. If the target is a Medium or smaller creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Arakiel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Arakiel regains spent legendary actions at the start of their turn.
Parry. Arakiel adds a + 10 to his AC against one melee or spell attack that would hit him. To do so, Arakiel must see the attacker and be wielding a melee weapon or a shield.
Teleport. Arakiel magically teleports, along with any equipment they are wearing or carrying, up to 120 feet to an unoccupied space they can see.
Searing Burst (Costs 2 Actions). Arakiel emits magical, divine energy. Each creature of their choice in a 10-foot radius must make a DC 21 Wisdom saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Radiance (Costs 3 Actions). Arakiel targets one creature they can see within 30 feet of them. If the target can see them, the target must succeed on a DC 21 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Spelltouched. Arakiel casts a spell.
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