Large Humanoid, Chaotic Evil
Armor Class 22 Natural
Hit Points 540 (60d12 + 60)
Speed 60 ft., Fly 120 ft.
STR
28 (+9)
DEX
20 (+5)
CON
22 (+6)
INT
14 (+2)
WIS
22 (+6)
CHA
28 (+9)
Saving Throws STR +18, DEX +14, CON +15, INT +11, WIS +15, CHA +18
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Fire
Senses Passive Perception 26
Languages Common
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Hell is Home. Has Regeneration of 15 per Round as long as she rests on the 6th Circle

Spellcasting. 

(10 slots): [Harm, [Flesh to Stone] [Haste] [Feeblemind] [Plane shift] [Teleport]

Legendary Resistance. This ability activates when the creature fails a save of any kind. If a creature fails, it can choose to succeed instead.(4 Uses/Long Rest)

 Too Corrupt for death. Azarov's Nightmare cannot pass the threshold of death as she is cursed with immortality. The demonic emotion within her actually prevents her from dying

Actions

Serve. Can Choose 1 creature to pass a DC 24 CHS Save. Or be Charmed and defend her until you break out

Scale Armblade. Melee Weapon Attack: +17 to hit, reach 10 ft., 1 target. Hit: # (2d8 + 10) Slashing damage. 

Flesh Rope. RangedWeapon Attack: +17 to hit, range 120 ft., 2 target. Hit:  (3d10 + 2) Piercing damage. and must roll a Strength Save of 19 or be grappled by the flesh rope

 Summon Demons: rolls 1d8 and summons that amount of cr 6 demons or fiends within 30 ft of her

Summon Usurper. Summons the Usurper to approach her

Summon Onslaughter. Summons the Onslaughter to approach her

STONE FORM ACTIONS

Overwhelming Threat. If both stones are activated. No spells can hit her until one or both of the stones effects end

Trident Melee Weapon Attack: +22 to hit, reach 30 ft., 1 target. Hit: # (3d10 + 22) Slashing damage. 

Bonus Actions

Change Tendril Direction. Can change 1 Tendril To move somewhere within 160 ft

Corrupt Weapon. Places the Zurgurns curse on your weapon. It adds a point of Exhaustion on top of the hits damage. If the weapon hit with the curse brings the creature below zero hp they are petrified.

Reactions

Visionary Foresight. Can Halve the damage given to her from one attack

I Don't belong here, You do. Can swap places with an unwilling creature within 120ft Wisdom save dc 25

 

Legendary Actions

Azarov's Nightmare gets 3 Legendary actions per turn

Command Tendril (Cost 1 Legendary Action). Can Use a Lair action

Vicious Claw (Costs 1 Legendary Action). Uses their claws to attack a creature. Attack: +12 to hit, reach 10 ft., 1 target. Hit:  (2d12 + 12) Magical Slashing damage. 

Galvanizing Gaze (Costs 1 Legendary Action). Looks into a creatures eyes. That creature must make a wisdom saving throw DC 26 or combust and take 4d10 Fire damage.

Mythic Actions

A Mythic Action can be used after hitting half health and must use a full turn. The Sellina's Stone of corruption will be activated.

Sellina's Stone of Corruption (Costs 1 Turn.) The Monster crushes the stone. Azarovs Nightmare now is a huge creature. Their AC drops to 16 but HP raises to 1200. They now have a plus 22 to hit and damage rolls, and gain a flying speed of 360ft. The Resistances and immunities stay the same this effect lasts 1 hour

Sellina's Stone of Power. Activates without any prerequisite. Any natural roll of 14 or higher counts as a crit. She is now immune to crits and gains all spell slots back. This effect lasts for 3 turns. 

Description

Azarov's Nightmare was once a Humanoid. Co-Leader of the High League. After suffering from a curse and being the welding of the corruption stone. Time kept passing until their was not much hope, She signed with a man name Fia the Visionary. In which she went to protect him in hell. She Was defeated on the 6th circle of hell. After the Sigil's Curse she was brought back to perfection as she grew more powerful and corrupted with every passing day for 20 years. Now she rests here. Eventually will grow with power to leave the realm and take over the One she came from.

Lair and Lair Actions

The 6th Circle of hell is its lair, With the tendrils following by ripping through the flesh like corruption, Wherever the corruption spreads, The lair does too

Lair Actions

On The Lairs Turn, Azarov's Nightmare takes a lair action to cause one of the following effects She can summon 6 total tendrils every long rest

  • Summon Tendril of Hells Blaze
  • Summon Azarov's Tendril of  Puppet
  • Summon Azarov's Tendril of Entrapment
  • Summon Tendril of Abandoned Hope 
  • Change Tendril Direction

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:

  • Puppet, Connects to Azarov's Nightmare and takes half of the damage given. Also Granting The Nightmare a Regeneration of 25 HP per round
  • Hells Blaze, Does AOE 30ft Hit within 160 ft. Save DC 18 Dex Take 6d8 Fire damage or half on a success
  • Entrapment, Prevents any Teleportation Magic of any Kind within 1 mile. And Halves the speed of every creature around it of 30 ft.
  • Abandoned hope, Prevents any Divination Magic Within 1 mile

If  Azarov's Nightmare dies, these effects instantly are removed, Each Tendril has 250 hp with a AC of 16. If destroyed the effect of that tendril does not work anymore. 

Tendrils Have resistance to everything except slashing, Bludgeoning, and piercing

Previous Versions

Name Date Modified Views Adds Version Actions
7/9/2023 7:15:33 PM
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2
1
Coming Soon

Monster Tags: DemonDemon LordmonstrosityMonastery of the Distressed Body

Jehsyboi

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