Medium Celestial, Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 700 (30d20 + 300)
Speed 50 ft., Fly 30 ft.
STR
10 (+0)
DEX
28 (+9)
CON
30 (+10)
INT
30 (+10)
WIS
26 (+8)
CHA
26 (+8)
Saving Throws INT +19, WIS +17
Damage Immunities Radiant; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Truesight 60 ft., Passive Perception 20
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (9/Day). If Azuth fails a saving throw, he can choose to succeed instead

Proficiency Bonus +9

Innate spellcasting. Azuth may forgo one weapon attack and cast a spell instead.

Spellcasting. Azuth is a level 30 spellcaster. Its spellcasting ability is intelligence  (spell save DC 40, +36 to hit with spell attacks).

Azuth has following Wizard spells prepared:
Cantrips (at will): Encode Thoughts, Mind Sliver, Shocking Grasp, True Strike
1st level (4 slots): Cause Fear, Detect Magic, Magic Missile

2nd level (4 slots): Alter Self, Cloud of Daggers, Detect Thoughts, Carnage Blast
3rd level (4 slots): Dispel Magic, Fireball, Sending, Blood Extraction, Tendrils of Crimson, Time Bandit
4th level (4 slots): Banishment, Polymorph, Summon Greater Demon
5th level (4 slots): Geas, Modify Memory, Teleportation Circle
6th level (3 slots): Arcane Gate, Disintegrate, True Seeing
7th level (3 slots): Crown of Stars, Power Ride Pain, Whirlwind
8th level (3 slots): Dark Star, Incendiary Cloud
9th level (19 slots): True Polymorph, Wish, Power Word Yeet

Actions

Multiattack. Azuth makes 3 attacks. 2 Spell attacks and 1 light crossbow or quarterstaff attack. 

Quarterstaff. Melee Weapon Attack: +35 to hit, Damage: 60 (21d6) Bludgeoning damage. 

[Tooltip Not Found]. Ranged Weapon Attack: +36 to hit, range 80/320 ft., 1 target. Hit: 88 {16d8+24) piercing damage.

Bonus Actions

Regenerate: On each turn, Azuth heals himself by 100 HP. 

Reactions

Azuth can take an attack of opportunity with a spell or his Quarterstaff.

Legendary Actions

Azuth can take 8 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.  Azuth regains spent legendary actions at the start of its turn.

Azuth regains spent legendary actions at the start of its turn.

Cantrip (Costs 1 Action). Azuth can cast two cantrips from his known list. 

Magical Attack (Costs 1 Action). Azuth can cast one leveled spell from his known list. 

[Tooltip Not Found] one time. 

Heal (Costs 3 Actions). Recharge 4-6. Azuth can heal himself or others by 50 HP.

Recovery (Costs 8 Actions). Recharge 5-6. Azuth recovers all expended spell slots.

Mythic Actions

Azuth can take 8 mythic actions, choosing from the options below.  Only one mythic action option can be used at a time and only at the end of another creature's turn. Azuth regains spent mythic actions at the start of its turn.

Mythic Corona. The god causes all enemies within the bright light it sheds to have disadvantage on attack rolls and saving throws until the end of the god’s next turn.

Mythic Attack (Costs 2 Actions). The god makes three attacks with his Quarterstaff.

Mythic Summon (Costs 4 Actions). The god summons a planetar at a point it can see within 120 feet. The planetar rolls initiative and acts as an ally of the god. It remains until it or the god is reduced to 0 hit points or until the god uses this mythic action again.

Lair and Lair Actions

In his laboratory, on initiative count 20 (losing initiative ties), Azuth takes a lair action to cause one of the following effects.

  • Azuth calls down a storm of lighting in a 20 foot radius on a point that he chooses within 120 feet of himself. Each creature in the area must succeed on a DC 40 Dexterity saving throw or suffer 32d6 Lighting damage or half as much on a success. 
  • Azuth summons  8d4 Air elementals to fight for him.
  • Azuth summons a cage made of pure lighting to ensnare a single target within 120 feet of himself. the target must succeed on a DC 35 Strength check or have their movement reduced to 0 and disadvantage on all attacks. the creature can repeat the saving throw at the end of each of its turns 

Previous Versions

Name Date Modified Views Adds Version Actions
6/2/2023 11:48:36 PM
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Hared666

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