Angelic Weapons. The authority's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).
Divine Sense. The authority knows the location of any fiend and celestial within 200 feet of it. The authority also knows if it hears a lie.
Angelic Presence. Any creature that sees the authority must make a DC 18 Wisdom saving throw. On a failure, the creature is frightened of the authority for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this authority's Angelic Presence for the next 24 hours.
Magic Resistance. The authority has advantage on saving throws against spells and other magical effects.
Multiattack. The authority makes two melee attacks.
Morningstar. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15(2d8 + 6) bludgeoning damage plus 9 (2d8) radiant damage.
Bladed Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 +6 slashing damage plus 9 (2d8)radiant damage.
Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9(2d8)radiant damage.
Divine Authority (Recharge 5-6). The authority is filled with divine radiant power. All creatures in a 30-foot-radius sphere centered on the authority must make a DC 18 Constitution saving throw, taking 27 (6d8)radiant damage on a failed save, or half as much damage on a success.
Until the end of the authority’s next turn, all damage inflicted by the authority uses the highest number possible for each die instead of rolling the die. For example, instead of rolling 2d10 + 6 points of slashing damage, the authority inflicts 26 damage. The authority cannot recharge its Divine Authority until this effect ends.
The authority 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 authority regains spent legendary actions at the start of its turn.
Morningstar. The authority makes one morningstar attack.
Divine Flight (Costs 2 Actions). The authority can move up to half its flying speed without triggering attacks of opportunity.
Summon Choir (Costs 3 Actions). The authority calls for the assistance of the lesser angels of the angelic court. The authority summons 1d4-1 (minimum of 1) lesser angels. They resemble disembodied infant heads with white feathered wings. They use the stat block of the angel but have an AC of 12 and 1 hit point.
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