Angelic Weapons. The Arm of Anat's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The Arm of Anat knows if it hears a lie.
Physical Body. The Arm of Anat dwells in a mask known as The Mask of Anat's Chosen, and only appears under certain circumstances such as the item being destroyed. It may only manifest otherwise by being summoned directly by Anat herself.
Innate Spellcasting. The Arm of Anat's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection, haste (self only)
1/day each: commune, control weather
Magic Resistance. The Arm of Anat has advantage on saving throws against spells and other magical effects.
Shapechanger. As an action, The Arm of Anat can change its appearance and your voice. It determine the specifics of the changes, including your coloration, hair length, and sex. It can also adjust height and weight, but not so much that its size changes. It can make yourself appear as a member of another race, though none of your game statistics change. It's clothing and equipment aren’t changed by this trait
Multiattack. The Arm of Anat makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The Arm of Anat releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, it can mentally command the sword as a bonus action to fly up to 50 feet and either make one attack against a target or return to it's hands. If the hovering sword is targeted by any effect, the Arm of Anat is considered to be holding it. The hovering sword falls if The Arm of Anat dies.
Healing Touch (4/Day). The Arm of Anat touches a creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The Arm of Anat 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. It regains spent legendary actions at the start of its turn.
Teleport. The Arm of Anat magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The Arm of Anat emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity 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 Aura(Costs 3 Actions). The Arm of Anat targets creatures it can see within 30 feet of it. If the targets can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Blood Fugue (Costs 3 Actions). The Arm of Anat immediately takes an turn and enters a battle driven fugue state for 3 turns, during this time The Arm of Anat may not cast spells, use its flying sword action, or take legendary actions. In this fugue state The Arm of Anat may take four attacks per attack action and its movement speed in doubled, in addition to this it is unable to communicate verbally or mentally.
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