Limited Magic Immunity. Unless she wishes to be affected, Azrael is immune to spells of 7th level or lower. Azrael has epic advantage on saving throws against spells and other magical effects.
Legendary Resistance (7/Day). If Azrael fails a saving throw, she can choose to succeed instead.
Regeneration. Azrael regains 100 hit points at the start of her turn. If she takes damage from her scythe, this trait doesn’t function at the start of her next turn. She only dies if she starts her turn at 0 hit points and doesn’t regenerate.
Master of Death. Azrael knows how many hit points a creature has by looking at them. Also, whenever she creates undead with a spell, they remain under her control indefinitely. Azrael can also never be hurt by necrotic damage for any reason. Additionally, she can cast create undead even when it isn’t night.
Negative Energy Aura. Hostile creatures within 30 feet of Azrael can’t regain hit points, and any creature that starts its turn within 30 feet of the her takes 28 (8d6) necrotic damage.
Inescapable Destruction. Azrael ignores resistance and immunity to necrotic damage and whenever she deals damage to a creature, the target must succeed on a DC 27 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage dealt. This effect ends if a creature benefits from an Epic effect that restores more than 50 hit points.
Innate Spellcasting. Azrael’s innate spellcasting ability is Constitution (spell save DC 27, +19 to hit with spell attacks). She can innately cast the following spells, requiring no components.
At will (9th Level): power word kill, detect magic, netherclasm, detect evil and good, time ravage, finger of death, inflict wounds, death ward, feign death, create undead, animate dead, summon undead, spirit of death, soul cage, circle of death, negative energy flood, speak with dead, true resurrection (as an action)
At will (Tier 3): translocation, dematerialize, implode, bloodbane, silent scythe of slaying, catastrophe, kinetic control, antimagic ray, equinox (negative energy only), necrotic cyst, soul harvest, nevermore, army of darkness (as an action)
Multiattack. Azrael makes five attacks. She can replace any number of these attacks with non-epic spells, 2 of these attacks with Mortal Coil or Voidflame if available, or 3 of these attacks with an epic spell.
Mortal Coil (Recharge 5-6). Azrael releases a void-like coil in up to a 300-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 195 (30d12) necrotic damage on a failed save and be pulled 50 feet towards her, or half as much damage on a successful one and not be pulled.
Voidflame (Recharge 5-6). Azrael creates a magical ball of fire that explodes at a point she can see within 120 feet of her. Each creature in a 40-foot-radius sphere centered on that point must make a DC 27 Dexterity saving throw. The sphere spreads around corners. A creature takes 130 (20d12) fire damage and 130 (20d12) necrotic damage on a failed save, or half as much damage on a successful one.
Inanis Vocat. Melee Weapon Attack: +22 to hit, reach 10 ft., one creature. Hit: 28 (5d10 + 13) slashing damage plus 26 (4d12) necrotic damage.
Nether Bolt. Ranged Spell Attack: +19 to hit, range 300 ft., one target. Hit: 91 (18d8 + 10) necrotic damage.
Control Undead. Azrael targets one undead she can see, that undead must succeed on a DC 27 Wisdom saving throw or become under her command for 24 hours.
Change Shape. Azreal polymorphs into a small or medium humanoid of her choice. Her statistics other than her size do not change in the new form.
Azrael can take 7 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Azrael regains spent legendary actions at the start of her turn.
Spellcasting. Azrael casts a non-epic spell.
Attack. Azrael makes two attacks.
Translocation. Azrael casts Translocation.
Epic Spellcasting (Costs 2 Actions). Azrael casts an epic spell.
Creeping Death (Costs 2 Actions). Azrael chooses a point on the ground that she can see within 100 feet of her. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Azrael’s next turn. Creatures in that area have vulnerability to damage dealt by Azrael.
Reap Shadow (Costs 3 Actions). Azrael targets one creature with a shadow that she can see within 60 feet of her. If the target fails a DC 27 Charisma saving throw, its shadow detaches from it and becomes a Shadow Assassin under Azrael’s control.
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