Legendary Resistance (3/day).
Construct. Azem is immune to poison damage, and immune to the poisoned and exhaustion conditions.
Ancient Body. Azem has resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.
Ancient Fighter. Azem has immunity to fire damage, and has resistance to bludgeoning, piercing, and slashing damage from magical sources. He also has immunity to the frightened and charmed conditions.
Beguiling Strikes. The first time a creature is within Azem's reach, that creature must make a DC 22 Charisma saving throw or be frightened by Azem. While a creature is frightened in this way, all attacks made by Azem will have advantage on the creature until they are no longer frightened. The creature can remake the save at the end of each of its turns until it makes it. Once a creature makes the save, it is immune to this effect for 24 hours.
Superior Fighting. Azem can make an unarmed strike at the end of each of his Multiattack action as a No Action. He also has access to the Lunging Attack (add 5 to melee attack range) and Menacing Attack (creature makes a Wisdom save on attack hit) Superiority Maneuvers and adds a superiority die when he hits the target creature. When a creature fails the Wisdom save for Menacing Attack, it activates the effect of Beguiling Strikes on that creature. His superiority die is 1d12.
Combat Master's Requiem (Refreshes after one week). If Azem would be reduced to 0 hit points, the energy in his body explodes out, resetting his current hit point total to 500 hit points, he recharges his Butchering Cleave, and he regains any expended uses of Legendary Resistance. Additionally, Azem can now use the options in the "Mythic Actions" section for 1 hour. This effect may only happen once a week.
Multiattack. Azem attacks with four Energy Katana attacks.
Energy Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 10) force damage.
Butchering Cleave (Recharge 5-6). Azem slices out in front of him, sending out an arc of energy. All creatures in a 100-foot cone must make a DC 22 Dexterity saving throw, taking 39 (6d12) force damage on a failed save, or half as much on a successful one. Creatures that failed this save must make a DC 16 Constitution saving throw or be stunned for 1 round as extreme pain wracks their body.
Fighting Spirit. When Azem makes his Multiattack action, he can expend his Bonus Action to grant 20 temporary hit points to himself and advantage on one of the attack rolls. The temporary hit points he gains from this Bonus Action are not affected by resistances.
Brace. When an enemy steps into Azem's reach, he can use his Reaction to make a melee weapon attack on the creature, adding one superior die to the damage roll on a hit.
Azem 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. Azem regains spent legendary actions at the start of his turn.
Energy Katana Attack. Azem makes an Energy Katana attack.
Commanding Presence. All creatures within 30 feet of Azem makes a DC 22 Wisdom saving throw or be frightened of him for 1 minute. If a creature fails the throw, they suffer the affects of Azem's Beguiling Strikes, and can repeat the save at the end of each of its turns until success.
Flowing Strikes (Costs 2 Actions). Azem swings his katana four times in rapid succession, sending out arcs of energy to his front, back, left, and right in 20-foot cones. Each creature in one of the areas must make a DC 22 Dexterity saving throw or take 13 (2d12) force damage. After the swings are complete, Azem can immediately move up to his movement speed without provoking opportunity attacks.
If Azem's Combat Master's Requiem trait has activated in the last hour, he can use the options below as legendary actions.
Flowing Cross (Costs 2 Actions). Azem swings his sword eight times in rapid succession. Each creature within 30-feet of Azem must make a DC 22 Dexterity saving throw, taking 39 (6d12) force damage on a failed save, or half as much on a successful one. Azem can then move up to double his movement speed without provoking opportunity attacks.
Swordmaster's Aria (Costs 3 Actions) [Special Recharge 6]. Azem flares out flames of energy from his shoulders, and immediately makes a Butchering Cleave in three cones to his front, right, and left. Creatures that fail the Constitution saving throw from this mythic action will be stunned for 1d4 rounds, rather than 1 round. After this Mythic Action has been used, Azem must make a d6 roll at the start of each of his turns in order for it to be playable again. Once a 6 is rolled, he can use Swordmaster's Aria again.
Description
Azem was a mythical fighter during the Fallen War, and was known for walking into battles alone and returning alone. His battle techniques were greater than any other swordsmen of the era, even though he himself was a human and had a shorter life than most other races. Nearing the climax of the final battle, Jottir came to him with his vision of the future, and the Fatebreakers. When he passed away, he requested that Jottir make him an Echoed body, so that he can give the Fatebreakers their final test before the fate of the world is broken before them. Unlike the androgynous bodies of the other Echoed, Azem's body is masculine and has functioning hands, unlike the areas where the other Echoed make their blades, instead he has the hilt of a katana at his hip. He is made from a maroon version of the stone used by the ancients in their other creations, and the energy fueling his weapons and abilities is white-blue.
Lair and Lair Actions
Azem has been waiting to test the abilities of the "Fatebreakers" for multiple millennia within the confines of Tal'Azem. During this time, he has familiarized himself with the technology left behind, granting him access to all of the abilities the towering facility may offer.
Lair Actions
On initiative count 20 (losing initiative ties), Iris takes a lair action to cause one of the following effects; Iris can’t use the same effect two rounds in a row:
- Up to 4 points of the floor shift aside, opening a hole in the ground that sends out a geyser of water up into the air until the next lair action. If a creature is standing on any of the points that open up, they must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) bludgeoning damage, be pushed 10 feet away in a random direction, and be knocked prone. The geyser acts as full cover until it disappears.
- The floor of the lair shifts around, moving each creature in a random direction 20 feet. Each creature on the ground must make a DC 15 Dexterity saving throw, or be knocked prone by the movement of the floor.
- Chains made from the stone of the ruins extend out from the ground and walls, attempting to restrain every creature within the room. Each creature must make a DC 15 Dexterity saving throw or be hit by the chains. If a creature is hit by the chains, it must make a DC 15 Strength saving throw or be restrained by the chains. A creature can be freed from the chain by making a DC 15 Strength (Athletics) check at its turn, or being broken out of the chains by others. At the next lair action, if a creature restrained by the chains is not freed, the chains lift them up 20 feet into the air and keep them there until they are free. The chains have resistance to nonmagical bludgeoning, piercing, and slashing damage, and immunity to psychic damage, with a total of 15 hit points, and an AC of 5.
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