Charge. If Azreal moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. Azreal can perfectly recall any path it has traveled.
Reckless Caster. At the start of its turn, the minotaur labyrinth keeper can gain advantage on all spell attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Innate Spellcasting. Azrael's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At-Will: acid arrow, fire bolt, locate object, misty step
3/day: inflict wounds, stone shape
Magic Resistance. Azreal has advantage on saving throws against spells and other magical effects.
Scorched World Greatsword. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 4d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. In addition, this sword grants a +2 bonus to all attack and damage rolls.
Cloak of Protection. You gain a +1 bonus to AC and saving throws while you wear this cloak.
Mulitattack. Azreal makes three attacks, one with its gore and two with its greatsword.
Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 17 (2d10 + 7) [damage type] damage.
Scorched World Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 15 (2d6 + 9) [slashing] damage plus (4d6) fire damage.
Azreal 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. Azreal regains spent legendary actions at the start of its turn.
Shove. Azreal uses his strength to his advantage. Azreal makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If Azreal wins the contest, the creature is knocked prone.
Greatsword Attack. Azreal makes a greatsword attack.
Aggressor (Costs 2 Actions). Azreal can disengage without provoking any opportunity attacks and can make a charge attack on a creature within 20ft.
Description
Azreal is one of the most dangerous bounty hunters that traverse the various planes of existence. Originally from the Bronze Citadel in Avernus, Azreal trained with the great devilish warriors of the fortress-city learning aggressive and chaotic tactics to defeat the enemy. Fighting in many battles against the hordes of demon invades Azreal quickly rose through the ranks due to the brutality he inflicted on the invaders. Eventually, Azreal experienced an embarrassing defeat from an inexperienced Goristro General which lead Azreal to be stripped of all his rankings and titles. Lost, and embarrassed, Azreal fled the Blood Wars and traveled to different planes still enacting his brutality on others but this time, not for honor, not for glory, but for coin.
Comments