Fluctuating Radiance. The angel gains resistance to acid, cold, fire, lightning, or thunder damage when it is hit by a spell or attack that deals one of those types of damage. It has resistance to that damage type until the end of its next turn. The angel can only gain resistance to one damage type at a time.
Innate Spellcasting. The angel's spellcasting ability is Charisma (spell save DC 19). The angel can innately cast the following spells, requiring no material components:
At will: detect evil and good, command (6th level)
3/day each: dimension door, hypnotic pattern
1/day each: prismatic wall
Prismatic Rays. The angel shoots three of the following magical rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Red. The creature must succeed on a DC 19 Dexterity saving throw. It takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The creature must succeed on a DC 19 Dexterity saving throw. It takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The creature must succeed on a DC 19 Dexterity saving throw. It takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The creature must succeed on a DC 19 Constitution saving throw. It takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The creature must succeed on a DC 19 Consitution saving throw. It takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. The creature must succeed on a DC 19 Dexterity saving throw. It On a failed save, the creature is restrained. It must then make a DC 19 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.
7. Violet. The creature must succeed on a DC 19 Wisdom saving throw. On a failed save, the creature is blinded. It must then make a DC 19 Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
The angel can take 3 legendary actions, using the Prismatic 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.
Detect. The angel makes a Wisdom (Perception) check.
Prismatic Ray. The angel uses one random prismatic ray.
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