Legendary Resistance (3/Day). If Azuriel fails a saving throw, she can choose to succeed instead.
Divine Shield. Azuriel has 50 divinity points. Whenever she is dealt damage, she loses 1d6 of them, or 2d6 if the damage is radiant, cold, or psychic. She gains a different bonus depending on how many she has. With a full 50 divinity points, she has immunity to all damage except radiant, cold, and psychic, to which she has resistance to. At 40-49 points, she has resistance to all damage except psychic , and immunity to fire, necrotic, and poison. With 30-39, she has resistance to all damage except radiant, cold, and psychic. Once she drops to 20-29, she has resistance to fire, necrotic, and poison, and vulnerability to psychic. At 10-19, she has resistance to fire, necrotic, and poison, and vulnerability to radiant, cold, and psychic, With 1-9, she begins the transformation to the good angel she usually is, and has no resistances or immunities. At 0, she has completed the transformation, and will cease to fight. Keep in mind that if she is killed, she will stay dead for 1d4 minutes, then come back to life with 50 hit points and the same number of divinity points as when she died.
Multiattack. Azuriel makes three attacks: two with her scepter and one with either her death bolt or her repulsion wave (If she can), or two with her death bolt.
Scepter. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 4 (1d8) acid damage.
Death Bolt. Ranged Weapon Attack: +10 to hit, reach 80 ft., one target. Hit: 20 (2d12 + 7) necrotic damage.
Repulsion Wave (Recharge 5-6). Special Attack: Azuriel creates a 20 foot wave of black kinetic energy that moves forwards 50 feet. Any creature caught in that wave must succeed on a DC 20 Strength saving throw or be carried to the end of the wave and be knocked prone.
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