Angelic Weapons. The Arch-Luminos's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The Arch-Luminos´s knows if it hears a lie.
Innate Spellcasting. The Arch-Luminos´s 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)
3/day each: blade barrier, dispel evil and good, resurrection
Multiattack. The Arch-Luminos makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 50 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The Arch-Luminos releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the Arc-Luminos is considered to be holding it. The hovering sword falls if the Arch-Luminos dies.
Healing Touch (4/Day). The Arch-Luminos touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The Arch-Luminos can take 2 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 Tyrandall regains spent legendary actions at the start of its turn.
Teleport. The Arch-Luminos magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Spear Of Truth (Costs 1 Actions). Ranged attack weapon spell: +10 to hit, one target. The Arch-Luminos create a magical spear of radiant damage (2d8+10) and it has 80 fts of true range (The Arch-Luminos doesn't loose power within the range); If the target is a undead, aberration or infernal, gains 3d4 of burning damage per turn (5 turns).
Wall Of Celestial Shields (Cost 2 actions). Spell The Arch-Luminos invoke a squad of angels to defend itself and their companions near the Arch-Luminos, every enemy inside the wall of shields will be ejected outside and they'll make a DC dex 15 to don't be proned. The Angels always will receive the damage of whatever who attacked from outside, The angels have 18 AC and they can receive 3 attacks before they fall and the protection is down. The companions needs to remain near to the Arch-Luminos to be protected (15 ft near). The Angels will follow to the Arch-Luminos If He moves.
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