Godly hearing. Aldrin can tell when a creature utters a lie.
Holy Wrath. All of Aldrin's attacks are Magical and Aldrin can choose to deal an extra (4d4) Radiant Damage to any if his attacks.
Legendary Actions (2/day). Aldrin can take 2 Legendary actions per day.
Multi-attack. Aldrin can make two Holy Longsword attacks or two Searing Orb attacks.
Holy Longsword. Melee Weapon Attack. Hit: +10, Reach 5ft. Damage: (4d6+8) Slashing Damage and (2d4) Radiant Damage.
Searing Orb. Ranged Attack. (150/600 ft) Every creature in a 10-foot radius must make a DEX save (DC 23). On a failed saved, they take (4d6) Fire Damage and (4d6) Radiant Damage. On a successful save, they take half damage.
Healing of the Light. Aldrin can, once per day as an action, cast Heal (9th level) on one person he can see.
Aldrin can take 2 legendary actions, choosing from the options below.
Teleport. Aldrin can magically disappear in a flash of light and teleport elsewhere, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Blinding Gaze (Costs 2 Actions). Aldrin can target one creature he can see within 30 feet of him. The target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
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