Legendary Resistance (3/day).
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Magic Resistance. Aeztora has advantage on saving throws against spells and other magical effects.
Devil's Luck. Devil's Luck is a sword gifted to Aezthora by Sathona herself, for his help in locating one of the resting places of Meone. In the hands of anyone but Aezthora, this weapon is regular Luck Blade, 0 charges of Wish.
Luck. While Devil's Luck is on Aezthora's person, Aezthora can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw Aezthora dislikes, up to three times per day. Aezthora must use the second roll. This property can't be used again until the next dawn.
Wish. The sword has 1 charge. While holding it, Aezthora can use an action to expend 1 charge and cast the wish spell from it. This property cannot be used again until the next dawn.
Multiattack. Aeztora makes one claw attack and one attack with Devil's Luck, while in fiend form, or two attacks with Devil's Luck while in human form.
Claw (Fiend Form Only). Melee Weapon Attack: +7 {"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.
Devil's Luck. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 49 (8d10 + 7) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Aeztora can take 1 legendary action, 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. Aeztora regains spent legendary actions at the start of his turn.
Command. Aeztora can cast the command spell on a creature within 30 feet. The save DC is 17 wisdom.
Devil's Luck. Aeztore can make an attack with Devil's Luck against a creature within 5 feet of him.
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