Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: Control Water, Burning Hands, Gust of Wind, Erupting Earth, Healing Word, detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
Multiattack. The planetar makes one melee attack and one elemental attack.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Elemental Attack. Ranged Weapon Attack: +12, to hit, range 60 ft., one target. Hit: 21 (4d6 + 7) Elemental damage plus 22 (5d8) radiant damage. The elemental damage may be Fire, Bludgeoning (Earth), Cold (Water), or Piercing (Air) and must be declared prior to the attack roll.
Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
"Planeteers Unite!". As a bonus action the Captain may imbue an ally with a single use of elemental damage that they may choose (Fire, Air, Earth, Water). This power allows them to add 2d6 additional damage to any one attack they make during their turn. This blessing vanishes at then end of the chosen creatures turn.
1 Action: One Melee or Elemental Attack
2 Actions: Impose Disadvantage on a Target's attacks against anyone but the Captain until the start of the Captain's next turn.
3 Actions: The Captain may teleport to a location they can see within 120 feet along with anything they are carrying.
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