Regeneration. The angel of torment regains 14 (4d6) hit points at the start of its turn.
Magic Weapons. The angel of torment's weapons attacks are magical.
Magic Resistance. The angel of torment has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The angel of torment's spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The angel of torment can innately cast the following spells, requiring no material components:
At will: Wrack, Tasha's Mind Whip
3/day each: Death Ward, Blight
1/day each: Power Word Pain, Feeblemind
Multiattack. The angel of torment makes two melee attacks of its choice.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 18 (4d8) acid damage.
Lashing Chain. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 28 (6d6 + 7) slashing damage, and if the target is a Large or smaller creature, it is pulled to an unoccupied space within 5 ft. of the angel of torment.
Wave of Torment(Recharge 5-6). Each creature hostile to the angel and within 30 ft. of it must make a DC 18 Wisdom saving throw as a wave of negative energy bursts out of the angel and assails their minds. On a failure, they take 22 (4d10) psychic and 11 (2d10) radiant damage, and can not take reactions or bonus actions until the end of their next turn. On a success, creatures take half of that amount of damage, and suffer no other effects.
Angels of torment can take 2 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 of torment regains spent legendary actions at the start of his turn.
Rend. The angel makes an attack with its claws.
Reposition. The angel moves up to its full movement speed.
Torture (Costs 2 Actions). The angel casts a spell with its innate spellcasting feature, which must be available for it to cast.
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