Angelic Weapons: The deity's attacks are magical. When the deity hits with any weapon the weapon deals an extra 2d8 radiant damage (included with the attack)
Cunning Action: the deity can use a bonus action to take the dash, disengage, or hide action.
Hellish Weapons: The deity's attacks are magical. When the deity hits with any weapon the weapon deals an extra 2d8 poison damage (included with the attack).
Infernal Weapons: The deity's attacks are magical. When the deity hits with any weapon the weapon deals an extra 2d8 fire damage (included with the attack).
Legendary Resistance (3/day): If the deity fails a saving throw it can choose to succeed instead.
Limited Magic Immunity: The deity is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.
Spellcasting: the deity's spellcasting ability is Intelligence (spell save DC 27, spell attack +19). It has the following spell slots. The deity can cast any spell from the wizard spell list and does so without using VSM components.
1st level (8 slots), 2nd level (6 slots), 3rd level (6 slots), 4th level (6 slots), 5th level (6 slots), 6th level (4 slots), 7th level (4 slots), 8th level (2 slots), 9th level (2 slots)
Multiattack: the deity makes four attacks and casts a spell or uses its innate caster ability.
Halberd: +13 to hit 40 (1d10+4 slashing + 2d8 radiant + 2d8 fire + 2d8 poison) damage.
Flexible Caster: When casting a spell the deity can expend an additional spell slot to apply one of the following to the spell. The deity can expend additional spell slots to apply more effects but each effect can only be applied once for that spell.
- Double the range of a spell.
- Double the duration of the spell.
- Double the number of affected targets
- Roll additional spell damage die up to its intelligence modifier (10)
Innate Caster: the deity can also expend a spell slot to create an area under effect choosing from the following options. It can activate any number of effects but can only activate each once. The area is a point the deity can see with radius 80 feet. The deity must maintain concentration on this area, as though concentrating on a spell. The effects are dispelled when the deity loses concentration.
- The area becomes incredibly dense and overgrown, becoming difficult terrain for all creatures except the deity
- The air becomes filled with poisonous vapors from the plants. All creatures except the deity roll a constitution save against its spell DC on a fail they are poisoned for one minute and take 1d8 poison damage per level of the spell slot.
- The roots and vines grow haphazardly, all creatures except the deity within the radius must make a strength saving throw against its spell DC or be restrained by roots and vines, creatures can repeat their saves at the end of their turn to end the effect early.
Dodge: The deity can take the dodge action as a reaction. Until the start of its next turn, any attack roll made against it is made with disadvantage if it can see the attacker and it makes dexterity saving throws with advantage. It loses this benefit if it is incapacitated or drops to 0 HP.
Spellcast: The deity can cast one reaction spell from the wizard spell list; the available spells are absorb elements, feather fall, shield, gift of gab, counterspell, and soul cage.
The deity can take 3 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 deity regains spent legendary actions at the start of its turn.
Attack: the deity makes one weapon attack with its halberd
Spellcast: the deity casts a spell of fifth level or lower
Ready: the deity takes the ready action choosing from the following options: dash, disengage, or hide action.
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