Medium Humanoid (Orc), Chaotic Evil
Armor Class 18
Hit Points 288 (48d12)
Speed 35 ft.
STR
18 (+4)
DEX
16 (+3)
CON
11 (+0)
INT
19 (+4)
WIS
19 (+4)
CHA
11 (+0)
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Prone, Stunned
Senses Passive Perception 12
Languages Abyssal, Common, Orc
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Aggressive. Azarok moves up to his speed towards a hostile creature as a bonus action.

Gruumsh's Blood. Gruumsh channels his power through his descendant.  Azarok can now add 2d12 to all attacks for 1d4 turns.

Spellcasting. Azarok is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Azarok has following Cleric spells prepared:
Cantrips (at will): Resistance, Sacred Flame, Spare the Dying, Thaumaturgy
1st level (4 slots): Command, Guiding Bolt                                                                    2nd level (3 slots): Hold Person, Spiritual Weapon                                                       3rd level (3 slots): Bestow Curse                                                                                         4th level (3 slots): Banishment                                                                                        5th level (2 slots): Flame Strike                                                                                             6th level (1 slot): Create Undead, Harm, Planar Ally (Gruumsh, who requires no payment)                                                                                                                                   7th level (1 slot): Fire Storm, Resurrection                                                                        8th level (1 slot): Control Weather, Earthquake                                                            9th level (1 slot): True Resurrection

Actions

Multiattack. Azarok makes two attacks with his greataxe and one attack with his dagger.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 11) slashing damage. 

Dagger. Melee Weapon Attack: +6 to hit, reach 5ft (range 30/100 ft.), one target. Hit: 54 (8d12 + 6) poison damage.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DarkElfEmperor