Huge Undead (Angel, Demon, Devil, Human), Chaotic Evil
Armor Class 24 Natural Plate
Hit Points 1650 (80d20 + 450)
Speed 50 ft.
STR
24 (+7)
DEX
11 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +9, WIS +12, CHA +14
Skills Deception +10, Insight +8
Damage Vulnerabilities Acid, Lightning, Radiant; Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances Cold, Fire, Force, Thunder
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Truesight 10 ft, Passive Perception 16
Languages Common,Abyssal,Infernal,Celestial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Marshal Undead. Unless Azernival is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Limited Magic Immunity. Azernival can’t be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Legendary Resistance (5/Day). If Azernival fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed Azernival gains a new body after using a new host and gathering enough strength, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Regeneration. If Azernival is within his lair at the start of each of his turn's regains 20 HP per turn.

Spellcasting. Azernival is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +10 to hit with spell attacks). It has the following spells prepared:

1st level (6 slots): Command, Compelled Duel, Searing Smite

2nd level (5 slots): Hold Person, Branding Smite (necrotic Damage)

3rd level (5 slots): Dispel Magic, Blinding Smite (necrotic Damage)

4th level (5 slots): Banishment, Staggering Smite

5th level (4 slots): Destructive Wave (necrotic)

6th level (3 slot): disintegrate, globe of invulnerability

7th level (3 slot): finger of death, Fire Storm, Symbol

8th level (3 slot): dominate monster, power word stun

9th level (2 slot) Psychic Scream, Meteor Swarm

Azernival can innately cast the following spells, requiring no material components:

At will: detect thoughts, disguise self, mage hand, minor illusion

4/day each: charm person, detect magic, invisibility, major image, suggestion

2/day each: dominate person, fly, plane shift, 

 

Actions

Multiattack. Azernival makes three Greatsword attacks.

Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 9 (3d8 + 5) slashing damage plus 18 (5d8) necrotic damage.

Hellfire Orb (1/Day). Craven Edge hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:9 (3d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

Reactions

Parry. Azernival adds 6 to its AC against one melee target that would hit it. To do so, Azernival must see the attacker and be wielding a melee weapon. Plus 6 AC last's until end of parry target's turn.

Legendary Actions

Azernival can take 5 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. Azernival regains spent legendary actions at the start of its turn.

Summon Ghoul. (cost 1 Action). Azernival reach's to the plane of the dead and summon's 1D6 Ghoul's to battle until slain

Multiattack. (Costs 2 Actions). Azernival makes two Greatsword attacks.

 Frightening Gaze (Costs 2 Actions). Azernival fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Azernival's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of Azernival must make a DC 20 Constitution saving throw against this magic, taking 21 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.

Sacrifice Ghoul. (3/day.) (Costs 5 Actions). If Azernival is within his lair he can sacrifice summoned ghouls up to a range of 30 feet from him. to regain strength and will regain 20 HP X the amount of ghouls sacrificed up to a limit of 15 ghouls per use.

Lair and Lair Actions

Azernival's Lair.

Azernival finds it's lair in the Shadowfell a dark brooding castle with a large chamber in the middle of said chamber a orb which is used to watch the different plane's of existence for Azernival to use as he plans how to use his puppets even more.

Lair Actions

On initiative count 20 (losing initiative ties), Azernival can take a lair action to cause one of the following magical effects; Azernival can’t use the same effect two rounds in a row:

  • Azernival rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Azernival targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Craven Edge to the target. Whenever Azernival takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Azernival takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Craven Edge or the target is no longer in Craven Edge’s lair.
  • Azernival calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that Azernival can see within 60 feet of it. The target must succeed on a DC 16 Constitution saving throw, taking 52 (8d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Previous Versions

Name Date Modified Views Adds Version Actions
1/30/2019 4:19:22 AM
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1
Coming Soon
1/30/2019 4:33:44 AM
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1
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Coming Soon

Monster Tags: ArmorNPCDevilDemonAngelundeadHuman

Habitat: MountainUnderdarkUrban

OnyxDeadMan

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