If Azurel drops to 10hp a fiendish hand will emerge from the ground casting true polymorph turning her into a black dragon
Multiattack. 3 actions
Flame Tongue. +7 to hit, (2d6) slashing dmg. once the sword is activated it deals an extra (1d10) fire dmg.
Dreadful Aspect (Recharges after a Short or Long Rest). Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened of the blackguard for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The blackguard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
2/day each: Command, Dispel Magic, Firebolt
Fly. Equipped with demonic sings Azurel may use an action to fly up to 60ft
Smite. Immediately after the blackguard hits a target with an attack roll, the blackguard can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard’s choice:
Blind. The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Shove. The target is pushed up to 10 feet away and knocked prone.
Legendary Resistance (3/Day). If Azurel fails a saving throw, she can choose to succeed instead.
Counterspell. Azurel can cast counter spell twice a day
Spectral Chaos. (Recharge 5–6). Azurel conjures a torrent of flying, spectral demons that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is frightened of her for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hellish Storm. Azurel opens a rift that expands by 100ft in the sky filling the air with acid rain. creatures in the area must make a DC 25 Constitution saving throw or take (5d10) acid damage. on a save they take half as much.
Description
Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from their former lives.
Blackguards often adorn their armor and weapons with dread accoutrements or are marked by eerie phenomena. You may choose a blackguard’s accoutrement or roll on the Blackguard Accoutrements table to determine it.
Lair and Lair Actions
The Floor Is Lava. Azurel commands her lackeys to open a food gate filling the arena with lava and sending the party ascending into the air on pillars with a large platform across the room.
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