Angelic Weapons. The captain's weapon attacks are magical. When santiana hits with any weapon, the weapon deals an extra 2d6 frost damage (included in the attack).
Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 22). The deva can innately cast the following spells, requiring only verbal components:
At will: lightning lure, light, friends, spare the dying
6/day each: guiding bolt, create or destroy water, feather fall, silvery barbs
5/day each: silence, zone of truth, enhance ability, misty step
4/day each: beacon of hope, bestow curse, revivify, lightning bolt, sleet storm
3/day each: control weather, charm monster, ice storm
3/day each: commune, animate objects,
2/day each: true seeing, chain lightning
1/day each: symbol
Magic Resistance. The divine has advantage on saving throws against spells and other magical effects.
Multiattack. The deva makes two melee attacks.
Rapids. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 8) slashing damage plus 12 (4d6) frost damage.
Healing Touch (3/Day). The divine touches another creature. The target magically regains 20 (4d10 + 8) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The divine can cast polymorph without spending a spell slot.
This creature is legendary and has 5 legendary action points.
Oceanid's Till. Once per turn, Santiana can impose disadvantage on an creature's attack roll or saving throw if they are within 30ft. (3 Legendary action points)
Divine Spellcasting. Once per turn, Santiana can cast a spell even she has already cast one during a round of combat. (2 Legendary action points)
Wrath of the Sea Witch. Once per long rest, Santiana can summon all of the almighty power and cast tsunami. This uses all legendary power until the next long rest.
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