Medium Humanoid, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 195 (20d10 + 65)
Speed 45 ft., Swim 40 ft.
STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws DEX +10, WIS +10
Skills Perception +9, Stealth +9
Condition Immunities Poisoned
Senses Tremorsense 10 ft., Passive Perception 19
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Aza fails a saving throw, he can choose to succeed instead.

Evasion. When the Aza is subjected to an effect that allows a saving throw for half damage, he automatically takes half damage and negates all damage on a success.

Magic Weapons. Aza's natural weapons (that is, Unarmed Strikes) are treated as magical for the purpose of overcoming damage resistance and immunity.

Actions

Multiattack. The Grand-master makes four Unarmed Strikes

Unarmed Strike. +9 to hit, 10 (1d10 + 5) bludgeoning damage. On a hit, Aza may attempt to subject a target to one of the following effects:

  • The target must succeed on a DC 16 Strength saving throw or drop one item of the monk's choice.
  • The target must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the monk's next turn.

Searing Arc Strike (Recharge 5–6 Brilliance). Aza has the ability to channel Ki into searing waves of energy. Immediately after an Attack action on his turn, Aza can cast the 1st level spell burning hands as a bonus action. (Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried) 

Freezing Blast (Recharge 5-6 Shadow).  Aza has the ability to channel Ki into a freezing blast of energy. Immediately after an Attack action on his turn, Aza can cast the 1st level spell Cold Blast as a bonus action. (A blast of cold air erupts from your hands. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. Objects not worn or carried are frozen in place)

Reactions

Purifying Blaze - Brilliance
Aza is wreathed in a blazing aura and will shed bright light in a 30 foot radius and dim light for an additional 30 feet. If a creature hits Aza with a melee attack while this light shines, the attacker will take 5 fire damage.

 Obscuring Darkness - Shadow  

Aza manipulates the shadows around his body in reaction to spells targeted at him. Any direct target spell attack made against Aza does so at a disadvantage.

Legendary Actions

Aza 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. Aza regains spent legendary actions at the start of his turn.

Stance: Umbral. (Costs 1 Action) Aza changes his stance to  one embracing shadow, he gains access to his Shadow abilities

Stance: Radiant. (Costs 1 Action) Aza changes his stance to one of Blazing Fury, he gains access to his Brilliance abilities.

Radiant Burst (Costs 2 Actions - Brilliance). Aza Creates an orb of light that erupts into a devastating explosion. Aza forms and hurls a small orb within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20 foot radius sphere must succeed on a Constitution saving throw (DC 18) or take 10d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

Shadow Step (Costs 2 Actions - Shadow) Aza steps through shadows, appearing within 5 feet of either friend or foe within 120 feet. Doing so does not elicit attacks of opportunity.

Sladvlactia

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