Angelic Weapons. The Anemoi's weapon attacks are magical. When the Anemoi hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Innate Spellcasting. The Anemoi's spellcasting ability is Charisma (spell save DC 22). The Anemoi can innately cast the following spells, requiring no material components:
At will: invisibility (self only)
3/day each: blade barrier, chain lightning, flame strike, lightning bolt
1/day each: control weather, earthquake
Magic Resistance. The Anemoi has advantage on saving throws against spells and other magical effects.
Multiattack. The Anemoi can make two melee attacks and one breath weapon attack.
Spear. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 4d6 + 7 piercing damage plus 5d8 radiant damage.
Smiting Wind. Breath Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 8d6 + 7 force damage and the target must make a dexterity saving throw (DC 22) or be knocked prone.
The anemoi 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 anemoi regains spent legendary actions at the start of its turn.
Strike. The anemoi makes one spear attack.
Teleport. The anemoi magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Retributive Strike (Costs 3 Actions). The Anemoi causes one creature it can see within 30 feet to be struck by a bolt of divine lightning. The target must make a DC 22 Constitution saving throw. On a failed save, the target takes 20d6 lightning damage and becomes stunned until the end of their next turn. A target who is stunned by this effect gains one level of exhaustion after recovering. On a successful save, the target takes half as much damage and does not become stunned.
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