Angelic Weapons. The brave's weapon attacks are magical. When the brave hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).
Innate Spellcasting. The brave's spellcasting ability is Charisma (spell save DC 13). The brave can innately cast the following spells, requiring no material components:
At will: detect evil and good
1/day each: commune
Magic Resistance. The brave has advantage on saving throws against spells and other magical effects.
Multiattack. The brave makes two divine greataxe attacks.
Action Melee Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage plus 13 (3d8) radiant damage.
Exalted Unity (1/Day). If there are two other braves within 10 feet of it, and none of the three braves are incapacitated in any way, the brave may use its action to initiate a unity ritual with its two other fellow braves. Each subsequent brave must then use its next action to join the initiating brave in this ritual.
On the initiating brave's next turn, if all three braves are engaged in the unity ritual, they will be consumed, as they are combined into a single exalted brave. The exalted brave appears in the same spot as the initiating brave, and acts on the initiating brave's initiative count.
The unity ritual automatically fails if any of the three participating braves become incapacitated, or move further than 10 feet away from the other two braves. The unity ritual will also fail if there is not enough space for the exalted brave to appear.
Description
It can be said that braves are capable of carrying the gods upon their shoulders. Moving in groups of three, each brave wears the halo of the second sphere powers upon its head; however, when necessary, braves can combine three of their bodies into one true form, a first sphere cherubim known as the exalted brave. Boasting the most brute strength of all the inhabitants of the celestial plane, an unknown number of evils have faced judgment at the hands of these exalted braves.
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