Rage (3/Day). While raging, Azral gains the following benefits: Advantage on Strength checks and Strength saving throws has resistance to bludgeoning, piercing, and slashing damage, and movement speed increases by 10 ft. While in rage the Azral can also attack recklessly for a round. Rage lasts for 1 minute.
Uncanny Dodge. A damaging attack that successfully hits Azral can be halved once per turn.
Evasion. When Azral is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Shadow Warrior (3/Day). When Azral hits on an attack he can choose to place a Shadow version of himself with 5ft of the creature.
- When a creature does an attack within its radius it can impose disadvantage.
- Any time a creature passes within its radius and then leaves provokes an opportunity of attack.
Grapple King. Azral has advantage on all grapple checks
Multi-Attack. Azral can perform three attacks with his fist.
Jab. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (5d4 + 10) bludgeoning.
Ground and Pound. Only affects prone creatures. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 27(6d4 + 12). On a successful hit, the target creature must make a DC 16 Constitution saving throw. On a success, nothing happens.
Failed Save Table:
- Paralyzed
- Stunned
- Deafened
- Blinded
Upper Cut. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 27 (6d4 + 12) bludgeoning damage. On a successful hit, the target creature must make a DC 16 Constitution saving throw. On a failed save the target, the target creature suffers from one level of cripple on their head. On a successful save nothing happens.
Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (5d4 + 10) bludgeoning damage. A successful hit makes Azral's following attack have advantage.
Cunning Action. This action can be used only to take the Dash, Disengage, or Hide action.
Revenge: In response to being hit by a physical attack, Azral can perform a single attack with his fist.
Foot Sweep. If an attack misses Azral he can make a sweeping kick to knock the attacking creature prone. The target creature must make a DC 16 Dexterity saving throw or be knocked prone. On a success, nothing happens.
Azral can take 2 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. Azral regains spent legendary actions at the start of his turn.
Any Punch. Azral can make a single punch attack.
Movement. Azral can move up to his walking speed.
Legendary Resistance (2/Day). If Azral fails a saving throw he can choose to succeed instead.
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