Legendary Resistance (3/Day). If Altiair fails a Saving Throw, he can choose to succeed instead.
Special Equipment. Altiair has access to a Holy Avenger Longsword.
Redeeming Strikes. Altiair's weapon attacks are considered magical. When he hits with any weapon, the weapon attacks deal an extra 4d8 Radiant Damage
Indomitable (3/Day). Altiair can reroll a Saving Throw if it fails. Altiair must use the new roll.
Survivour. Altiair regains 10 hit points at the start of his turn if he has fewer than half his hit points, but at least having 1 hit point left. (Less Than 127 Hit Points)
Spellcasting. Altiair is a Chultuctus Being but has a "Elder-Giant Tattoo" allowing him to be a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Altiair has following Paladin spells prepared:
Cantrips (at will): Firebolt, Pretidigitation
1st level (4 slots): Bless, Command, Cure Wounds, Guiding Bolt
2nd level (3 slots): Aid, Branding Smite, Lesser Restoration
3rd level (3 slots): Beacon of Hope, Dispel Magic
4th level (3 slots): Banishment, Death Ward
5th level (2 slots): Flame Strikes, Hallow
Multiattack. Altiair can make two weapon attacks. Either two Holy Avenger Strikes, or two Shortbow Attacks.
Holy Avenger Strikes. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage. Plus 18 (4d8) Radiant Damage.
Shortbow. RangedWeapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 6) Piercing damage. Plus 18 (4d8) Radiant Damage
Altiair 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. Altiair regains spent legendary actions at the start of his turn.
Attack. Altiair makes one melee weapon attack.
Holy Bolt (2 Action Cost). Altiair can cast Guiding Bolt Spell without expending a spell slot.
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