Angelic Weapons. The valar's weapon attacks are magical. When the valar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The valar knows if it hears a lie.
Innate Spellcasting. The valar's spellcasting ability is Charisma (spell save DC 20). The valar 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, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The valar has advantage on saving throws against spells and other magical effects.
Multiattack. The valar 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) radiant damage.
Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The valar 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. The valar regains spent legendary actions at the start of its turn.
Teleport. The valar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Bolster. The valar bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightned, and they gain advantage on ability checks and saving throws until the end of the valar's next turn.
Trembling Strike (Costs 2 Actions). The valar strikes the ground with its weapon, triggering an earth tremor. All other creatures on the ground within 80 feet of the valar must succeed on a DC 25 Strength saving throw or be knocked prone.
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