Angelic/Devil Weapons. Azrael's weapon attacks are magical. When Azrael hits with any weapon, the weapon deals an extra 6d8 fire or radiant damage (included in the attack). Needs to be angel/devil for this to apply
Divine Awareness. Azrael knows if he hears a lie.
Innate Spellcasting. Azrael's spellcasting ability is Charisma (spell save DC 25). he innately cast the following spells, requiring no material components:
At will: detect evil and good, Searing smite (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: summon celestial, control weather
Magic Resistance. Azrael has advantage on saving throws against spells and other magical effects.
Multiattack. Azrael makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) fire or radiant damage.
Healing Touch (4/Day). Azrael touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Flying Sword. Azrael releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If Azrael can see the sword, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to he's hands. If the hovering sword is targeted by any effect, Azrael is considered to be holding it. The hovering sword falls if Azrael dies.
Opportunity Attack
Azrael 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. Azrael regains spent legendary actions at the start of its turn.
Teleport. Azrael magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). Azrael emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). Azrael targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
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
Azrael Former archangel of the heavens, fallen for his hatred twords the mortal races. He now seeks to eradicate all who oppose him for his goal to start all a new where he is the only true god.
For loot there is his onyx greatsword
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.
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