Angelic Weapon. The creature's weapon attacks are magical. When the creature hits with any weapon, the weapon deals extra radiant damage. Input this extra damage per round. 20 Damage
Avoidance. If the creature is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Blood Frenzy. The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Heated Body. Touching or hitting the creature while within 5 ft. of it causes damage. 20 Damage.
Legendary Resistance. If the creature fails a saving throw, it can choose to succeed instead. 3 uses per day
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Parry. The creature adds its proficiency bonus to its AC against one melee attack that would hit it as a reaction.
Saber. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 7) slashing damage.
Punch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 6) slashing damage.
3 Legendary Actions Per Round:
Saber. Once per round (Costs 2 Actions)
Punch. Once per round (Costs 1 Action)
Move. The creature moves up to half its speed (does not provoke opportunity attack)
Heal. The creature magically regains 22 (4d8 + 4) hit points. (Costs 3 Actions)
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