Medium Humanoid (Dragonborn, Half-Dragon), Unaligned
Armor Class 18 Scales
Hit Points 180 (18d12 + 13)
Speed 45 ft., Swim 45 ft.
STR
18 (+4)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws DEX +9, CON +7, WIS +7
Skills Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold
Senses Darkvision 120, Passive Perception 18
Languages Common, Draconic, Sahuagin
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Blood Frenzy. Azrael has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Full Amphibiousness. Azrael can breathe air and water, and is at home in either environment with no penalties.

Damage Absorption. Whenever Azrael is subjected to ice damage, he takes none of that damage and regains a number of hit points equal to half the damage dealt.

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The champion makes four claw attacks. 

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6+5 slashing damage.

Predator Pounce. If Azrael moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Azrael can make one additional claw attack against it as a bonus action.

Reactions

Cold Breath. If Azrael is wounded via a melee attack, he can use his reaction to exhale an icy blast in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 4d8 cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Azrael 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. Azrael regains spent legendary actions at the start of its turn.

Ice Pop. With a shout, Azrael releases an explosion of ice, covering the ground in a layer of slick ice, creating difficult terrain in a 25ft cube around him.

Stay Sharp!  Azrael sees that his ally's weapon is getting dull. Unacceptable. With a gesture and some focus towards one ally within range (30ft), he coats his ally's weapon in a layer of hardened ice, providing a 2d8 ice damage bonus for that ally until the end of their turn.

Cold Crash. If Azrael drops below 30HP, he will use a legendary action to focus all his power on enhancing his damage output. Any ice nearby is pulled into Azrael, condensing into steel-hard ice gauntlets with sharpened claw tips, giving Azrael a 2d6 ice damage bonus to claw attacks until the end of combat.

Habitat: ArcticUnderwaterUrban

10zcole92

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