Equipment. Agalar has possesses the following list of items, and is attuned to them if required to be used: Holy Avenger, Plate Armor (+2 to AC), Shield (+4 to AC).
Shifting Potential. As a bonus action, Agalar can change the damage type of a spell he is casting to one of the following types of damage: acid, fire, cold, necrotic, radiant or lightning.
Divine Strike. Once on each of Agalar's turns when he attacks a creature with a weapon attack, he can cause the weapon attack to deal an extra 2d8 radiant damage to the target.
Channel Divinity (3/rest). Agalar can spend his action to cast New World Order. The channel Divinity causes a field, centered on Agalar, with a radius of 60ft to form. When a spell is cast within the radius the spellcaster must make a Wisdom saving throw against Agalar's spell DC. On a success, the spell continues as normal. On a failure, the spell's direction is altered by the field and Agalar chooses who/where the spell actually targets. This field lasts for 1 minute and Agalar is considered to be concentrating on it.
Magic Amplitude. As a bonus action, when Agalar casts a spell, he can use this feature to treat all damage rolls of 2 or lower as a 4.
Spellcasting. Agalar is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Agalar has following Cleric spells prepared:
Cantrips (at will): Guidance, Mending, Spare the Dying, Word of Radiance, Resistance, Thaumaturgy.
1st level (4 slots): Inflict Wounds, Sanctuary, Cure Wounds, Shield.
2nd level (3 slots): Hold Person, Spiritual Weapon, Darkness.
3rd level (3 slots): Revivify, Mass Healing Word, Dispel Magic.
4th level (3 slots): Banishment, Death Ward.
5th level (3 slots): Summon Celestial, Holy Weapon.
6th level (1 slot): Harm, Blade Barrier.
7th level (1 slot): Divine Word, Plane Shift.
8th level (1 slot): Antimagic Field.
9th level (1 slot): Mass Heal.
Multiattack. Alagar makes two attacks: two with his Holy Avenger. Or he casts a spell. Or he uses Channel Divinity.
Holy Avenger. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 7) slashing damage, or 13 (1d10 + 7) slashing damage wile using both hands.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., 1 target. Hit: 5 (1d6 + 1) piercing damage.
Shield. Until the start of Alagar's next turn, you have a +5 bonus to AC, including against the triggering attack, and he takes no damage from magic missile.
Hellish Rebuke (2nd level). Alagar points his finger, and the creature that damaged him is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.
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