Fiery Weapons. Azur's weapon attacks are magical. When Azur hits with any weapon, the weapon deals an extra 5d8 fire damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: investiture of flame, dispel evil and good, flame strike, immolation
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
Multiattack. The planetar makes two melee attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) fire damage
Horrid Touch (4/Day). The planetar touches another creature. The target must make a DC 21 Constitution saving throw or take 30 (6d8 + 3) necrotic damage and become frightened of Azur for 1 minute.
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2/13/2021 10:46:22 PM
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