Angelic Weapons. Azrael's weapon attacks are indivine. When Azrael hits with any weapon, the weapon deals an extra 6d8 1/3 Fire, 1/3 Necrotic, 1/3 Lightning damage (included in the attack).
Divine Awareness. Azrael knows if they hear a lie.
Innate Spellcasting. Azrael's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, destructive wave, resurrection
1/day each: Finger of Death, control weather
Magic Resistance. Azrael has advantage on saving throws against spells and other magical effects.
Multiattack. The solar makes two greatsword attacks.
Guardian Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 7) slashing damage plus 16, radiant damage plus 15 (4d6) radiant damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. Azrael releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch (4/Day). Azrael touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Parry - When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier
Feats
Martial Adept - You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Weapon Master - You have practiced extensively with a variety of weapons, gaining the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain proficiency with four weapons of your choice.
Defensive Duelist - Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Inspiring Combatant - Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your foes, tearing down their resolve to fight. When you do so, choose up to six hostile creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Keen Mind - You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. Increase your Intelligence score by 1, to a maximum of 20. You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.
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. The solar regains spent legendary actions at the start of its turn.
Teleport. Azrael magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). Azrael emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). Azrael targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Fallen Chorus of Helm - Once mythic stage begins, Azrael can choose to unleash the sound of the former chorus of Helm (Duration 3 minutes), restoring 24 (2d12) hp and removing any negative effects while triggering all party members to make a DC 17 CON saving throw or take 4 (1d4) damage and gain the Deafened condition, able to reroll a failed save at the beginning of each turn
Berserker's Rage - Prerequisite: Must follow next turn after Fallen Chorus action: Azrael enters an ungodly rage state, causing his CON and STR stat to increase by 4 (capped at 25) although in doing so reduces his AC to 14 and cannot use ranged attacks. Duration is until Azrael sustains 1/4 loss of remaining HP when entering the rage state.
Celestial Calm - Prerequisite: Must be any time after the Berserker's Rage: Taking one action, Azrael closes his eyes and emits a deep, calm breath. While the party is also unaffected, Azrael instantly casts Time Stop for 1d6+1 turns, freezing the world around both he and the Party. Any missed attacks in this state magically deal 1d8 health back to the target.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Azrael takes a lair action to cause one of the following effects; Azrael can’t use the same effect two rounds in a row:
- Part of the ceiling collapses above one creature that Azrael can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 8 (2d4) bludgeoning damage as well as 4 (1d4) radiant damage, and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on success.
- A cloud of magical darkness swirls about in a 20-foot-radius sphere centered on a point Azrael can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that Azrael can see. They must be within 120 feet of Azrael and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
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