Group Vulnerability. Whenever this unit suffers damage in an area of effect of 10 or more cubic feet, add two additional dice to the damage roll.
Multiattack. If it has more than 100 hitpoints, this unit may take two actions.
Coordinated Strike. The Angels all thrust their spears 10 feet in front of them. All targets of their choice within the area must make a DC 15 Dexterity saving throw or take 2d8+10 piercing damage plus 2d8 radiant damage, taking half as much on a successful save.
Divine Chains. Three targets within 30 feet of this division must make a DC 14 Dexterity saving throw or take 2d8 radiant damage and be grappled and restrained. Targets may make this save again at the end of each of their turns to break the grapple. Maximum of five targets grappled at a time.
Heal. This unit has a pool of 9d6 healing. As an action, the unit may expend up to 4d6 of this pool to heal a creature within 20 feet for that amount + 6.
Mass Guiding Bolt (Recharge 5-6). All enemies within a 60 foot long, 10 foot wide line must make a DC 14 Wisdom saving throw or take 8d6 radiant damage, taking half as much on a successful save. Allies have advantage on their next attack rolls against enemies who failed their saves.
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