Medium Humanoid, Chaotic Neutral
Armor Class 16
Hit Points 153 (18d8 + 72)
Speed 30 ft., Fly 160 ft. (Hover)
STR
10 (+0)
DEX
23 (+6)
CON
18 (+4)
INT
27 (+8)
WIS
25 (+7)
CHA
19 (+4)
Saving Throws DEX +13, CON +11, INT +15, WIS +14
Damage Resistances Force, Necrotic, Radiant, Ranged Attacks
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft, Truesight 120 ft, Passive Perception 25
Languages All
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Azarak fails a saving throw, she can choose to succeed instead.

Reactive. Azarak can take a reaction every turn in combat.

Magic Resistance. Azarak has advantage on saving throws against spells and other magical effects.

Evasion. If Azarak is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Limited Hover. Azarak can only hover up to 30 feet above the ground.

Actions

Multiattack. Azarak can use spirit hands if she hasn't already and then use three ability's.

Spirit Hands (3/Day) Azarak Summons 2 spectral hands which she can use to attack each hand has a flying speed of 60 feet is immune to all damage and can hover, the hands last one day or until Azarak Dies or dismisses them as a action.

Spirit Burst. Azarak Emits a burst of spirit energy, each creature within 10 feet of her must make a DC 23 str save or be pushed 60 feet away from her or half the distance on a successful save.

Soul Beam (Recharge 5/6) Azarak Shoots a beam of Soul energy in a 60 foot line that is 5 feet wide, Each creature in the line must make a DC 23 dex save or take 55 (10d10) Psychic Damage or half as much on a success.

Spirit Hand Punch. Melee Weapon Attack: +15 to hit, reach 30 ft., 1 target. Hit: 46 (6d10 + 8) Force damage. 

Spirit Grab. Melee Weapon Attack: +15 to hit, reach 30 ft., 1 target. Hit: The hand grabs the target and lifts them 60 feet into the air and slams them into the ground dealing 2x the fall damage damage. 

Spirit Chains. Azarak summons two spirit chains witch rap around one creature that she can see restraining them in place, a creature restrained like this can make a DC 23 str save at the end of each of there turns ending the effect of the success.

Smite. Azarak summons three pillars of energy from the sky that smite three creatures before dispersing, each creature must make a DC 23 dex save or take 36 (8d8) radiant damage or half as much on a success.

Flamewreath. Azarak summons gateways to hell that summon Spectral imps that attack before dispersing, All imps deal 36 (8d8) Fire Damage to each creature that is within 5 feet of them and fails a DC 23 dex save (half as much damage on a success). The imps can be summoned in 3 patterns: In a 60 foot line that is 5 feet wide, In a 30 foot cone or in a 20 foot radius of one creature that azarak can see (this creature still takes the damage).

Spirit Swarm (Recharge 6). azarak cant use this ability unless she is below half health. Azarack summons a swarm of souls and Charges with them in a 60 ft line that is 10 feet wide, Each creature in the line must make a DC 23 dex save ot take 88 (16d10) force Damage or half as much on a success.

Reactions

Dodge. Azarak dodges one ranged attack that would hit her causing the attack to be a miss

Legendary Actions

Azarak 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. Azarak regains spent legendary actions at the start of her turn.

Punch. Azarak makes one attack with spirit punch.

Move. Azarak moves up to her speed.

Imps (cost 2 actions). Azarak uses Flamewreath.

Soulsteal (cost 3 Actions). Azarak targets all creatures within 60 feet of her, each creature must make a DC 23 int save or take 2d10 force damage, Azarak heals hit points equal to the damage dealt.

OctopuswithFish

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