Angelic Weapons. Zafkiels weapon attacks are magical. When Zafkiel hits with any weapon, the weapon deals an extra 6d8 psychic damage (included in the attack).
Divine Awareness. Zafkiel knows if it hears a lie.
Innate Spellcasting. Zafkiels spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)guiding bolt (3rd level)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather, synaptic static
Limited Magic Immunity. Zafkiel cant be affected or detected by spells of 6th level or lower unless she wishes to be. She has advantage on saving throws against all other spells and magical effects.
Aura Of Confusion. When a creature of Zafkiels choice begins its turn within 30ft of her, that creature must suceed a DC22 Wisdom saving throw. On a failed save the creature is under the effects of the confusion spell. At the end of the creatures turn they can reroll the save. On a success the creature is unaffected by this aura for the next 24 hours.
Multiattack. Zafkiel makes three Sword Of Binah attacks. And one attack with Binahs' Slaying Longbow.
Sword Of Binah. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 27 (6d8) Psychic damage. On a hit the creature makes a DC 17 Charisma saving throw. On a failed save it receives a -2 penalty to attack rolls and saving throws until the end of Zafkiels next turn.
Binahs' Slaying Longbow. Ranged Weapon Attack: +14 to hit, range 150/600 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 27 (6d8) psychic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 17 Constitution saving throw or die.
Binahs' Flying Sword. Zafkiel releases her Sword Of Binah to hover magically in an unoccupied space within 10 feet of it. If Zafkiel can see the sword, Zafkiel can mentally command it as a bonus action to fly up to 60 feet and either make one attack against a target or return to Zafkiels hands. If the hovering sword is targeted by any effect, Zafkiel is considered to be holding it. The hovering sword falls if Zafkiel dies.
Healing Touch (4/Day). Zafkiel touches itself or another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Spellcasting. Zafkiel can cast any of her at will spells as a bonus action
Parry. When Zadkiel is hit with an attack, as a reaction she can parry the attack and add +5 to her AC.
Ao's Protection. When Zadkiel fails a saving throw or a creature she can see fails a saving throw, Zadkiels master offers a blessing. Add +5 to her saving throw, or subtract -5 from that creatures saving throw.
Zafkiel 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. Zafkiel regains spent legendary actions at the start of its turn.
Teleport. Zafkiel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Mind Burst (Costs 2 Actions). Zafkiel emits magical, divine energy. Each creature of its choice in a 15-foot radius must make a DC 24 Dexterity saving throw, taking 14 (4d6) psychic damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, until the end of Zafkiels turn, whenever the creature makes an attack, roll a d10 and subtract that number from the attack roll.
Blinding Gaze (Costs 3 Actions). Zafkiel targets one creature it can see within 40 feet of it. If the target can see her, the target must succeed on a DC 19 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Previous Versions
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