Angelic Weapons. Ramiel's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra (5d8) radiant damage (included in the attack).
Divine Awareness. Ramiel knows if he hears a lie.
Innate Spellcasting. Ramiel's spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. Ramiel has advantage on saving throws against spells and other magical effects.
Plate Armor of Celestial Boons. Whenever Ramiel makes a Charisma check when interacting with Celestials, his proficiency bonus for the check is doubled. He is always under the effect of the protection from evil and good spell. Only fey and fiends are affected from this effect. He can cast detect evil and good at will once per day.
Multiattack. Ramiel makes two melee attacks.
Bane of the Abyss. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (4d10+7) slashing damage plus (5d8) radiant damage. If the target creature is undead, celestial, or a fiend, it takes an additional (4d10) radiant damage.
Healing Touch (4/Day). The planetar touches another creature. The target magically regains (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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