Divine Awareness. Waneta knows if she 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: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. Waneta has advantage on saving throws against spells and other magical effects.
Multiattack. Waneta makes two melee attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (2d8) slashing poison [rollable](2d10);
Dagger of Venom. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 [rollable](2d4 + 1); [rollable](2d10)
Waneta 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. Waneta regains spent legendary actions at the start of her turn.
Disjoin (Cost 1 Actions). Waneta starts to tear at her seems as a small smoke cloud appears. When it dissipates there are 5 Waneta's. Go to Waneta Dupe sheet.
Rejoin (Cost 1 Actions). When a Waneta Dupe touches another Waneta they converge into one being again.
Poison Dagger (Cost 2 Actions). Waneta creates a poison dagger that deals 1d10 damage and give the player the poisoned condition.
Smell That? That's Justice (Cost 3 Actions). You create a cloud of poisonous smoke that lasts for the duration. A creature that ends its turn completely within the cloud must succeed on a Constitutions saving throw or take 2d10 poison damage and become stunned until the start of its next turn.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses thee cloud after 1 round.
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