Divine Awareness. Nephirim knows if he hears a lie.
Exalted Restoration. If Nephirim dies outside Sylvesus, his body disappears, and he gains a new body instantly, reviving with all his Hit Points somewhere in Sylvesus.
Magic Resistance. Nephirim has Advantage on saving throws against spells and other magical effects.
The Divine Zero. When Nephirim reaches 0HP for the first time, he will become momentarily immobile. However, he will be brought back at full health, surrounded by a violent purple aura, as his armor transitions from gold to violet.
When this occurs, Nephirim gains the following: Immunity to radiant damage, immunity to nonmagical bludgeoning, piercing, and slashing damage. Nephirim can also dash or dodge as a bonus action. His radiant damage becomes force damage.
Multiattack. Nephirim makes three Radiant Sword attacks or uses Holy Burst twice.
Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point Nephirim can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage.
Spellcasting. Nephirim casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead
Divine Aid (2/Day). Nephirim casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Description
Nephirim, the archangel of the Violet cast, is one of the most powerful among the beings of Sylvesus, rivaled only by other archangels. He wears a gleaming suit of golden armor, paired with golden wings. Violet decorations trace his armor, and five slits mark his face where his golden eyes peer through. Beyond this, no one has seen his true self. He has not been seen without his full armor on.
Lair and Lair Actions
The Violet Veil. Nephirim has access to a pocket dimension known as The Violet Vale. Those who enter describe it like standing inside of a purple kaleidoscope. The patterns on the walls, floor, and ceiling move constantly.
The veil is circular, roughly 100x100x100 feet. When inside of the veil, Nephirim has access to lair actions. He can take these actions at the start of the round, and can only take one per round.
Reconstruction. The floor moves, shifting around one target that Nephirim can see. That creature must make a dexterity saving throw, or be trapped in the floor. For the duration the target is considered grappled, and takes 2d4 piercing damage. This effect lasts for three rounds. The creature can make the save again at the beginning of their turn, or until the effect ends. Upon a success, the target is unaffected.
Dismantle. The entire space pulls itself apart and rebuilds itself. all creatures that are standing on the ground must make a dexterity saving throw, or take 1d8 bludgeoning damage, and are knocked prone. On a success, the creature is unaffected.
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