Armor Class 20 (Plate Armor, Shield)
Hit Points 400 (16d8 + 350)
Speed 30 ft.
STR
25 (+7)
DEX
14 (+2)
CON
25 (+7)
INT
18 (+4)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +14, CON +14, WIS +11, CHA +12
Skills Arcana +9, Insight +9, Perception +7
Damage Resistances Cold, Force, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30, Darkvision 120, Passive Perception 13
Languages Death Chatter, Common, Elvish
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Devil Sight. Azrael can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Smite (1/day).
If an attack is a critical hit, Azrael imbues the strike with an unholy radiance. The attack deals 4d8 extra Force damage, unaffected by any critical multipliers.

Blessing of the Timeless. Whenever Azrael or a friendly creature within 30 feet of him must make a saving throw, the creature gains a +3 bonus to the saving throw. Additionally, they gain a gain a bonus of +3 to melee weapon damage rolls. Additionally, Azrael may wield weapons with the Two-Handed property with one hand. .

Dragonslayer. Azrael gains a d12 added to his to-hit when fighting a creature with the Dragon creature type.

Legendary Resistance (3/Day). If Azrael fails a saving throw, they can choose to succeed instead.

Actions

Multiattack. The knight makes two attacks with his Greatsword, Excalibur.

Excalibur, Ideals Made Manifest. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (3d10 + 5) slashing damage, plus (2d8) necrotic damage. On a hit, the creature must make a Wisdom saving throw DC 17. On a failure, the creature is Frightened until the end of their next turn.

Eldritch Blast. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 3d10+5 Force damage. On hit: the target may be moved 10 ft. closer or farther from their current position (the knight's choice.)

Bonus Actions

Will of The King. As a bonus action, the knight can willingly inflict the Blinded condition on themselves until the end of their next turn. When they do so, attack rolls are made at advantage, cancelling out the disadvantage of the Blinded condition. Additionally, roll a d12, and add the result to his to-hit when he make an attack. If the creature is of an Evil alignment, they take extra 2d6 Force Damage as part of the attack.

"A King who does not swing the Axe is no true King. To be King is to be Judge, Jury, and Executioner."

The Unwanted Mantle. Azrael can willingly inflict 4d10 Necrotic damage to himself when he makes an attack, dealing the rolled result as bonus Psychic damage on his attack.

"A King who seeks the throne is no true King. A King who would not die for his kingdom, is. no. true. king."

Dragonbaned Blood. Azrael imbues his attacks with the blood of his Dragon. The creature hit by attacks he makes for the next minute must make a DC 17 Constitution saving throw, or gain the Dragon creature type in addition to their normal creature type. This effect lasts for the next 24 hours.

"Fafnir, O' Fafnir, bless my blade with your accursed blood. Show this Sword, our Bond, what it means to slay Dragons."

Reactions

Exile by Order. Immediately after a creature in Azrael's aura hits him with an attack, you can use your reaction to force that creature to take 5 Psychic damage and be pushed 10 feet from him.

Reposte. Upon being hit with a melee attack, Azrael may immediately launch a counterattack using Excalibur, Ideals Made Manifest provided the attacker is in range.

Legendary Actions

Azrael can take 3 legendary actions, choosing from the options below. They can take only one legendary action at a time and only at the end of another creature’s turn. Azrael regains spent legendary actions at the start of their turn.

Move (Cost 1 Action). Azrael moves up to their speed without provoking opportunity attacks.

Dreadborne Surge (Costs 2 Actions). Azrael unleashes an aura of dread, flooding the minds of those in his presence. Frightened creatures within 30 feet must make a Wisdom saving throw, DC 17. On a failure, they take 2d6 Psychic damage. Unconscious creatures do not take this damage. 

"Bask in Dread, for my Resolve is Undying."

Divine Command (Costs 2 Actions). The Once-King of Man declares "I COMMAND THEE, KNEEL!", casting the Command spell on a creature within 60 feet with a DC saving throw of 17. On a failure, they fall to the effects of the Grovel command on their next turn, falling prone and then ending their turn.

Audience with the King (Costs 1 Action). Azrael points towards a target, who must make a DC 17 Strength saving throw. On a failure, they are pulled 20 feet towards him.

 

Mythic Actions

Upon falling to 0 HP, Azrael unleashes his Mythic Form as the rust is polished from his armor in Red Flame, regaining its former glory. Additionally, his hit points are restored to full. If Azrael falls to 0 HP while in his Mythic form, he triggers his Ascendant form. Every creature within 120 feet that has attacked him within the last minute is teleported into his Court, and he splits into two separate creatures; Corpsewyrm Fafnir and Deadking Arthrel.

Gloom Aura (Costs 1 Action). Azrael may cast the Darkness spell, centered on himself.

Dreadborne Surge, Exalted (Costs 2 Actions). Azrael unleashes an aura of dread, flooding the minds of those in his presence. Creatures within 30 feet must make a Wisdom saving throw, DC 17. If the creature is Frightened, they make the saving throw at disadvantage. On a failure, they take 2d6 Psychic damage.

Divine Command, Exalted (Costs 2 Actions). The Once-King of Man declares "I COMMAND THEE, KNEEL!", casting the Command spell on a creature within 60 feet with a DC saving throw of 17. On a failure, they fall to the effects of the Grovel command on their next turn, falling prone and then ending their turn. Creatures of the Humanoid creature type make the save at disadvantage.

Audience with the King, Exalted (Costs 1 Action). Azrael slams his sword's blade into the ground. All desired creatures within 120 feet of Azrael must make a DC 17 Strength saving throw. On a failure, they are pulled 20 feet towards him.

Description

When Arthrel slew the dragon Fafnir, he bathed in its blood and ate from its heart, before succumbing to his wounds. His blade, awoken by the conflict of Ideals, forged a Pact between their two souls and was made manifest as Exalibur.

Now Deathless, Azrael rose from the battlefield, first of the Necropolitans.

Lair and Lair Actions

The Garden of Coffins.

Cursed to walk unharmed through the monument to his mistakes, Azrael suffers no ill effects of the Garden.

Regional Effects

The region of the Garden has been tainted by horrors and crimes beyond description, creating the following effects for those in it who do not find themselves graced by the protection of the Soulfire Lantern:

  • Necrotic damage dealt overcomes Resistance and Immunity.
  • On initiative count 20, creatures within must make a DC 17 Constitution saving throw. On a failure, they gain a point of exhaustion.
  • Death saving throws are made at disadvantage.
Dekkenthedevil

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