Legendary Resistance (4/Day). If Anterina fails a saving throw, she can choose to succeed instead.
Magic Resistance. Anterina has advantage on saving throws against spells and other magical effects.
Divine Weapons. Anterina's weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, they deal an extra 3d6 radiant damage.
Divine Regeneration. At the start of her turn; if Anterina has at least 1 hp, she regains 25 hit points.
Unusual Nature. Anterina does not need food, water, or the need to sleep.
Avoidance. If Anterina is subjected to an effect that allows her to make a saving throw to take only half damage, she instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Innate Spellcasting. Anterina is a 20th-level spellcaster. Her spellcasting ability is Charisma (Spell save DC 26, +18 to hit with spell attacks). Anterina has the following spells prepared:
(At Will): Spare the Dying, Word of Radiance, Divine Word
(1/Day each): Greater Restoration, Heal, Commune, Prismatic Spray
Multiattack. Anterina can make up to 2 melee attacks as an action.
Longsword +3. Melee Weapon Attack: +21 to hit, reach 5 ft., 1 target. Hit: 17 (1d8/1d10 + 13) slashing damage plus 9 (3d6) radiant damage.
Teleport. As a bonus action, Anterina can teleport up to 60ft in any direction.
Anterina 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. Anterina regains spent legendary actions at the start of her turn.
Martial Melee. Anterina makes a melee attack against a creature in range.
Storing Power (Costs 2 actions). The next attack Anterina hits with counts as a double the damage.
Description
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