Demonic Enhancement. All of Azadel's weapons attacks are considered magical and ignore resistance to slashing and piercing (magical and nonmagical) and necrotic damage.
Legendary Resistance (3/Day). If Azadel fails a saving throw, she can choose to succeed instead.
Magic Resistance. Azadel has advantage on saving throws against spells and other magical effects.
Ruthless Critical. Azadel's weapon attacks score a critical hit on a roll of 19 or 20.
War Caster. Azadel has the benefits and abilities of the War Caster feat.
Innate Spellcasting. Azadel's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Azadel can innately cast the following spells, requiring no material components:
At will: Eldritch Blast, Booming Blade
5/day each: Counterspell, Darkness, Dimension Door, Dispel Magic, Fear, Sickening Radiance
3/day each: Negative Energy Flood, Synaptic Static, Etherealness, Mass Cure Wounds
1/day each: Power Word Stun, Heal
Multiattack. The demon hunter makes three Slash and Stab attacks with her katana, Finality, in any combination. She cannot attack the same creature more than once in that combination.
Slash. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 15 (1d10 + 10)slashing damage plus 20 (5d8) necrotic damage, and the target must succeed a DC 19 Intelligence saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
Stab. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 15 (1d10 + 10) piercing damage plus 20 (5d8) necrotic damage, and the target must succeed a DC 19 Consitution saving throw or become wounded. At the start of its turn, the target takes 6 (2d6) necrotic damage for every time it is hit with this attack, and can then repeat the saving throw, ending all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 19 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Equalizer (Recharge 5-6). RangedWeapon Attack: +13 to hit, range 80/320 ft., 1 target. Hit: 50 (8d10 + 10) piercing damage plus 20 (5d8) necrotic damage. If a target is hit by this attack and has 30 hit points or lower, it must succeed a DC 17 Consitution saving throw or be reduced to 0 hit points.
Chains of Retribution. Azadel summons a demiplane portal underneath a creature she can see within 120 feet of her. Chains of solidified shadows rise from the portal in an attempt to bind the creature with manacles at the end of the abyssal shackles. The creature must succeed a DC 17 Dexterity saving throw or be restrained by the shackles and take 7 (1d4 + 5) blugeoning damage plus 8 (2d6 + 2) necrotic damage. These chains continue to restrain the creature for 1 minute or until the creature uses an action to reattempt the saving throw, freeing itself on a success.
Shards of Chaos. Azadel manifests shards of abyssal, chaotic energy that surround and rotate around her like a dark aura. As a bonus action, Azadel creates (2d4+1) of these shards that immediately begin to revolve within a 5 foot radius around her. She can only have 9 of these shards manifested at once, and any shards that she has created dissipate after 1 minute or until Azadel chooses to dismiss them.
Brand of the Huntress. Azadel uses her natural, arcane hunting prowess to mark a creature of her choice as her quarry. The creature she marks has disadvantage on Strength, Dexterity, and Constitution saving throws. In addition, Azadel always knows the location of the marked creature, even if the creature is on a different plane of existence, for the next 10 days or until she choose to dispel the mark. When Azadel scores a critical hit against the marked creature with a weapon attack, the damage dice for the attack are tripled as opposed to being doubled. Azadel can only have one creature branded at a time, and she can't use this ability again until she finishes a long rest.
Parry. Azadel adds 5 to her AC against one melee attack that would hit it. To do so, Azadel must see the attacker and be wielding a melee weapon.
Vigilant Combatant. When a creature enters the attack range that Azadel has with her katana, it provokes an opportunity attack from her that she makes with that weapon. Azadel can choose to either make a Slash or a Stab attack with this reaction and if she hits a creature with this opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Azadel 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. Azadel regains spent legendary actions at the start of her turn.
Move. Azadel moves up to her flying speed without provoking opportunity attacks.
Cast a Spell (Costs 2 Actions). Azadel casts one spell from her Innate Spellcasting trait.
Chains of Retribution (Costs 2 Actions). Azadel uses her Chains of Retribution.
Seeking Shards (Costs 3 Actions). If Azadel has any Shards of Chaos manifested, she can send up to 4 of them towards a creature of her choice that she can see within 120 feet of her. The creature must make a DC 18 Charisma saving throw. On a failure, the shards surround the creature and revolve within 5 feet around it, and can remain in this state for up to 4 rounds. At any point during this time, on the creature's turn, it can choose to use its action to make the Charisma saving throw again, causing the shards to dissipate on a success. While these shards shroud around the targeted creature, Azadel can use an action or a legendary action (spending 2 actions) to cause these shards to implode on the creature, destroying the crystals, and each shard deals 1d6 necrotic damage to the creature for every round the shards surrounded it. On a success, the shards dissipate while flying towards the target and take no effect.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Azadel is an unstable half-demon, half-angel hybrid with fair skin, pale blue eyes, and navy blue hair. When she was a full demon living in the abyss, she was unlike her colleagues in that she was not evil by nature, nor did she enjoy pleasantries of pure destruction. In fact, she was actually kindhearted and prevented other demons from wreaking havoc whenever she could.
She bowed to no demon lord, and other demons thought her to be weak. Eventually, she was cast out of the abyssal plane and doomed to wander the astral plane for the rest of her life. Fortunately for her, an angel that had been watching her and her compassionate nature. This angel, impressed by Azadel's unprecedented moral disposition, gave Azadel an opportunity to convert to an angel.
Angelic Demon Hybrid. The angel that felt sympathy for Azadel attempted to instill celestial essence into her. In some ways, it worked, taking away the black demon horns and transforming her eye color from piercing, pupilless white, to a nice light blue, and giving her a single feathered wing. However, the essence clashed with her original demon blood, causing her transformation to be unstable, exemplified by her singular wing being pitch black like the depths of the abyss. Even though she was infused with celestial ethos, her demonic quintessence continually fights against it in an attempt to regain full control over her body, giving her an unstable soul. It was quickly found out that when her demonic nature managed to maintain control, the abyssal nature at her roots would kick in, causing her to be violent, aggressive, and bloodthirsty. She was able to control this side of her with the help of celestial bracers provided by the angel that held back her inner demons.
Celestial Servitude. After only being able to partly convert Azadel's essence, the angel gave Azadel the mission to become a demon hunter and collect the souls of powerful abyssal malefactors. The angel gave Azadel two weapons, an unnaturally long and sharp sword and a pistol with infinite ethereal bullets named Finality and Equalizer respectively. These weapons, after slaying a powerful abyssal force, could suck the essence of a demon and trap both its lifeforce and its power, empowering the potency of the weapons themselves. In addition, upon slaying a demon and imprisoning it, some of the demonic essences of Azadel would be drawn from her body into the weapons as well, desiring to be with its own. If Azadel killed enough demonic evils, her demonic blood would be completely drained from her, and the celestial essence could take over, converting her into an angel. Not only would help her destroy the part of herself that she despised, but she could also do good in the world and counterbalance the works of abyssal villainry. Azadel gladly accepted this mission. In order to fully rid herself of demonic essence, Azadel must slay and imprison at least 9 demons of CR 12 or higher. Upon making this requirement, she will turn into a full angel.
Self-Imprisonment. At her own request, when she is not hunting demons, Azadel is transported and locked up by celestial chains in a crypt and put into a deep, restful slumber. This is both a precautionary measure against possible outbursts of demonic disposition that forced through Azadel's bracers and a way for Azadel to regain her strength of arduous battles. Locked in chains that completely restrain abyssal energy, Azadel can be sure that she is not a threat to the innocent. Azadel's cell is protected with a series of defensive measures that are meant to prevent people of an evil disposition from entering. Only creatures of a good alignment may pass freely.
To unlock her and her power, a single black key with a diamond-shaped end and Azadel's name inscribed in abyssal on the edge must be used on a lock on a pedestal in the center of Azadel's main holding cell. The key was entrusted to a group of priests acolytes under the angel's command that is only sent to awaken Azadel when there is a significant demonic threat that must be destroyed. Upon opening the lock, Azadel is freed from her chains. When awakened, Azadel will attempt to sense if her freer's intent is righteous or wicked. If she deems them good-natured, she will happily work with them in destroying that evil that she was awakened to take care of. If she senses evil in them, she will attempt to destroy the liberator. When she feels like she has completed her assignment, Azadel will send back to her cell where she will be locked away once more.
Lair and Lair Actions
Azadel's resting crypt is a tall chamber
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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