Flyby. Angemon doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Magic Resistance. Angemon has advantage on saving throws against spells and other magical effects.
Magical Weapons. Angemons weapon attacks count as magical
Enemy of the Faithless. Lucemon can sense the presence of any fiend creatures within 30ft of themselves, as long as that fiend creature is not under an effect that would hide them from divination spells or effects
Multiattack. Angemon makes two melee attacks.
Holy Rod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, or 7 (1d8+3) bludgeoning damage if used with two hands, plus 18 (4d8) radiant damage.
Heaven's Knuckle (Recharge 5-6). Angemon gathers holy power into its right hand and attempts to deliver a powerful holy strike toward a creature within 5ft of themselves. The targeted creature must roll a DC 14 constitution saving throw against taking 32 (8d8) radiant damage or half on a success. When damaging an evil creature, deal an extra 8 (2d8) radiant damage that is not reduced when the target succeeds on the initial saving throw
Innate Spellcasting. The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). Angemon can innately cast the following spells, requiring no components:
At will: detect evil and good, protection from evil and good
1/day each: dispel evil and good, revivify
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