Angelic Weapons. Azrail's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 8d10 radiant or necrotic damage (chosen upon a successful hit).
Holy Aid. Allies within 50 ft. of Azrail all gain 2d10 temporary hit points.
Divine Awareness. Azrail knows if it hears a lie.
Innate Spellcasting. Azrail'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, greater invisibility (self only)
3/day each: heal, dispel evil and good, resurrection
1/day each: commune, power word kill
Magic Resistance. Azrail has advantage on saving throws against spells and other magical effects.
Multiattack. Azrail makes two glaive attacks.
Glaive. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 44 (8d10) radiant or necrotic damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 44 (8d10) radiant or necrotic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 20 Constitution saving throw or die.
Spinning Glaive. Azrail releases its glaive to hover magically in an unoccupied space within 10 feet of it. If the Azrail can see the glaive, it can mentally command it as a bonus action to fly up to 50 feet in any direction and either begin spinning around its center or return to Azrail's hands. If the hovering glaive is targeted by any effect, Azrail is considered to be holding it. The hovering glaive falls if Azrail dies.
Healing Aura (4/Day). Azrail emits an aura within 10 ft. of it that heals any chosen targets. They magically regain 19 (2d8 + 10) hit points per round and are freed from any curse, disease, poison, blindness, or deafness upon the first healing effect. This ability lasts for thirty minutes.
Azrail 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. Azrail regains spent legendary actions at the start of its turn.
Teleport. Azrail 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). Azrail emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 24 Dexterity saving throw, taking 23 (5d8) fire damage plus 23 (5d8) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). Azrail targets one creature it can see within 40 feet of it. If the target can see it, the target must succeed on a DC 20 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Description
Azrail is a huge creature, coming in at an average of 20 feet tall. It has two sets of wings, one set feathered and the other of bone. It has three eyes on its face and two more on its shoulders. Two of the eyes on its face are always pure white and the other is pitch black. The eyes upon its shoulders can come in any color, but most commonly are seen in gold, white, or black. Its head boasts a large set of horns, similar to those of a stag. Its torso is crystalline or glassy in appearance and two spheres of opposing energies circle one another inside. One emits light and the other emits darkness. Azrail's arms are covered in runes that pulse with different colored lights depending on its current disposition. It's legs are digitigrade and end in clawed feet. It has a tail ending in a wide plumage of feathers that, when it is standing, curls around its waist out of the way.
Azrail's armor is of shining gold that always seems to catch the light, even in the darkest of places. It covers its torso in the front, but from the back, the two opposing forces within can still be seen. A helmet made in the image of an animal hides its face from view. Heavy greaves guard the creature's skin along its legs and bracers do the same for its arms.
There can only be two of Azrail in existence at one time and they must never see, hear, touch, or interact with one another in any way. Only they themselves know what may happen if the two were to ever come together. Upon the death of one, another can immediately be created by the gods. At the time of death, Azrail's body explodes into an inferno of searing white light. Two tiny spheres, one of darkness and one of light, can be seen speeding away, spiraling around each other straight up into the sky if you can stand to stare at a dying Azrail. These are thought to be the two spheres seen in the creature's clear torso when it is alive. It is thought that they serve as both a life force and a brain of sorts for the Azrail and upon death, return to the gods to serve inside the next one.
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