Antimagic Cone. The angel's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the angel decides which way the cone faces and whether the cone is active. The area works against the angel's own eye rays.
True Form. Once per day the angel can revert from its humanoid form back to one more reflective of its celestial nature. A maelstrom of eyes and wings, a creature of unfathomable horror. Any creatures within 30ft. of the angel that can see it must succeed on a DC 16 Wisdom saving throw or become stunned with fear when the the angel transforms to this form.
Divine Smite (3/Day). The angel can choose to deal an additional 3d8 radiant damage on any successful attack from it's Holy Blade
Holy Blade. Humanoid Form Only. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) piercing damage.
Bite. True Form Only. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays. True Form Only. The angel shoots two of the following magical eye rays at random (reroll duplicates), choosing one to two targets it can see within 120 feet of it:
- Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the angel for 1 hour, or until the angel harms the creature.
- Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
- Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the angel moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the angel’s next turn or until the angel is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The angel can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. - Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
- Smite Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. - Holy Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) radiant damage. The target dies if the ray reduces it to 0 hit points.
The angel can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The angel regains spent legendary actions at the start of its turn.
Eye Ray. The angel uses one random eye ray.
Transformation. The angel can transform into either of its forms.
Holy Blade. The angel makes one holy blade attack. It cannot use its divine smite if making an attack in this way.
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