Dark One's Own Luck (Recharges after a Short or Long Rest). When Azedarac makes an ability check or saving throw, he can add a d10 to the roll. He can do this after the roll is made but before the roll's effects occur.
Hurl Through Hell (Recharges after a Long Rest). When Azedarac hits a creature with an attack, he can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of Azedarac's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 55 (10d10) psychic damage as it reels from its horrific experience.
Innate Spellcasting. Azedarac's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Azedarac can innately cast the following spells, requiring no material components
At Will: levitate, mage armor (self only), speak with dead
1/day each: finger of death, mass suggestion
Spellcasting. Azedarac is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with attack spells). He regains his expended spell slots when he finishes a short or long rest. Azedarac knows the following spells:
Cantrips (at will): eldritch blast (3 beams, +2 damage to each), friends, prestidigitation, true strike
1st-5th level (3 5th-level slots) burning hands, charm person, command, contact other plane, fireball, flame strike, hallow, scorching ray, stinking cloud, suggestion, vampiric touch, wall of fire
Resistance. Azedarac is Resistant to Piercing attacks from non-magical weapons that aren't silvered.
Pact Weapon (+1 Mace). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Description
Azedarac, the Bishop of Ximes, is a tall, almost gaunt, man in his early seventies. Despite his age, the man appears healthy and strong, and exudes an aura of power and influence even from across the room. He wears black robes and a purple cincture, and a black skullcap rests atop his grizzled, tonsured head. A large cross studded with onyx hangs around his neck and a ruby ring is visible on his hand.
From the OAR 5E version of Castle Amber by Goodman Games.
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