Angelic Weapons. Azrael's weapon attacks are magical. When Azrael hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. Azrael knows if he hears a lie.
Innate Spellcasting. Azrael's spellcasting ability is Charisma (spell save DC 20). Azrael 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. Azrael has advantage on saving throws against spells and other magical effects.
Sharpshooter. Azrael's long range attacks ignore disadvantage, ranged attacks ignore half and three-quarters cover, and if Azrael takes a -5 penalty to the attack roll and the attack still hits, he deals +10 extra damage.
Multiattack. Azrael makes three attacks with Monte Carlo or six attacks with his Card Throw.
Monte Carlo. Melee and Ranged Weapon Attack: +12 to hit, range 80/240 ft., one target. Hit: 14 (2d8+6) piercing damage plus 22 (5d8) radiant damage or 12 (1d12+6) slashing damage plus 22 (5d8) radiant damage for melee attacks. For every consecutive hit he makes with a ranged, it adds an extra damage dice to his melee attack to a maximum of 6d12. The damage dice resets and goes back down to 1d12 if he misses an attack.
Card Throw. Ranged Weapon Attack: +12 to hit, range 60/100 ft., one target. Hit: 9 (1d6+6) piercing damage plus 22 (5d8) radiant damage. Hit targets must succeed a DC 22 Charisma saving throw or are subject to one of the following effects of Azrael's choice;
Ace of Diamonds: If the target is Large or smaller, it is engulfed by a swarm of cards and is restrained and suspended 80 feet into the air. The target takes 14 (3d6) slashing damage per turn spent in the cloud of cards and then drops after six rounds, taking fall damage normally.
Ace of Hearts: The target is either charmed by or frightened of Azrael for ten minutes, ignoring condition immunities.
Ace of Clubs: Four thugs surround the target and are hellbent on destroying the target until they disappear one hour later.
Ace of Spades: The target gains vulnerability to one damage type of Azrael's choice until the end of Azrael's next turn.
Healing Touch (4/Day). Azrael touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Parry. If Azrael is subject to a melee attack, he adds a +4 bonus to his AC and makes an attack with Monte Carlo.
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