Demonic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 necrotic damage (included in the attack).
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 19). The planetar can innately cast the following spells, requiring no material components:
At will: bestow curse, blindness/deafness(5th level), command, detect evil and good, invisibility (self only), wither and bloom
3/day each: blade barrier, contagion, create undead, dispel magic, flame strike, geas,
1/day each: circle of death, control weather, harm, insect plague, summon greater demon(8th level)
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
Mortal Corrupter. The planetar has advantage on attack rolls against humanoids, beasts and monstrosities and those creatures have disadvantage against saving throws from the planetar's abilities.
Multiattack. The planetar makes three attacks or makes one attack and uses Spellcasting/Life Drain.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) necrotic damage.
Shadow Lance. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 33 (6d8 + 6) necrotic damage.
Life Drain(4/day). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 61 (12d8+7) necrotic damage and heals the planetar equal to the damage dealt. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Shadow Stealth. While in dim light or darkness, the planetar can take the Hide action as a bonus action.
Shadow Step. While in dim light or darkness, the planetar can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
The planetar 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 planetar regains spent legendary actions at the start of its turn.
Wicked Flight. The planetar moves up to its speed without provoking opportunity attacks.
Violent Rebuke. The planetar makes an attack with Greatsword or Shadowlance.
Violet Fulguration(Costs 2 Actions). The planetar calls upon the demonic powers of Pazunia, tearing the sky open with abyssal energy. Each creature of the planetar’s choosing within 60 feet of it must make a DC 19 Dexterity saving throw, taking 22 (4d10) lightning damage and causes them to be poisoned until the end of their next turn on a failed save.
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