Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Legendary Resistance (2/Day). If the angel fails a saving throw, she can choose to succeed instead
Multiattack. The angel makes three attacks: two with its claws and one with its polearm.
Pincer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 4 (1d6) necrotic damage.
Polearm. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 9) piercing damage plus 11 (3d6) necrotic damage and the target must succeed on a DC 15 Constitution saving throw or become paralyzed until the end of its next turn.
The angel 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 angel regains spent legendary actions at the start of its turn.
Teleport. The angel teleports, along with any equipment it is wearing or carrying up to 60 feet to an unoccupied space it can see.
Pincer. The angel makes one Pincer attack against one creature.
Furious Swipe (Costs 2 Actions). The angel gives itself advantage and makes one Pincer attack.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the angel can take one of the following lair actions when in her lair; she can’t take the same lair action two rounds in a row:
Spectral Web. A glistening spectral spider web erupts from a point the angel can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 15 Dexterity saving throw or be restrained 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.
Telekinetic Throw. The angel targets one creature the angel can see within 60 feet of her and attempts to expel it from her presence. The target must succeed on a DC 15 Strength saving throw or be flung 2d6 × 10 feet through the air. A creature smashed into a solid object takes 1d6 bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.
Protective Corruption. Magical energy swirls across the angel's skin, granting resistance to bludgeoning, piercing, and slashing damage until the start of the next round.
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