Spellcasting. Azoth casts one of the following spells, using Charisma as the spellcasting ability without needing material components. (spell save DC 27):
At will: Control Flames, Control Weather, Gust, Mold Earth, Plane Shift, Shape Water, Shield
2/day each: Prismatic Spray, Bones of the Earth, Freezing Sphere, Fire Storm, Wind Walk
1/day each: Meteor Swarm, Tsunami, Earthquake, Whirlwind, Prismatic Wall.
Special Equipment. Azoth carries a ring of teleportation, cloak of many fashions, a periapt of proof against poison, potion of resistance, and three supreme healing potions.
Unusual Nature. Azoth doesn’t require sleep, air, food, or drink.
Fear Aura. Each creature of the Azoth's choice that starts its turn within 20 feet of Azoth must make a DC 27 Wisdom saving throw. On a failed save, the creature is frightened.The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature is immune to this Azoth's Fear Aura for the next 24 hours.
Legendary Resistance (6/Day). If Azoth fails a saving throw, they can choose to succeed instead.
Magic Weapons. Azoth's attacks are considered magical for the purpose of overcoming resistance or immunity to non-magical attacks.
Boon of Magic Resistance. Azoth has advantage on saving throws against spells and other magical effects.
Boon of Immortality. Azoth is an immortal and cannot be aged no matter what.
Boon of Irresistible Offense. Azoth bypasses the damage resistance of any creature.
Multiattack. Azoth can use their Elemental Explosion if they have it available. They then makes five attacks.
Primordial Blade (+4). Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 32 (3d12 + 13) slashing damage plus 26 (5d10) bludgeoning, cold, fire, or thunder damage
Primeval Bolt. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 41 (5d12 + 10) bludgeoning, cold, fire, or thunder damage. It then needs to make a DC 27 Strength saving throw or be pushed 10ft away or pulled 10ft closer from Azoth.
Elemental Explosion (Recharge 5-6). Azoth forces each creature within 150ft to make a DC 27 Dexterity saving throw. Each creature that fails, takes 20 points of bludgeoning, cold, fire, and thunder damage and be knocked prone. On a successful saving throw, they take only half of each and are not knocked prone.
Fey Step. The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Boon of Recovery. Azoth can as a bonus action regains half of their Hit point maximum .
Spell Reflection. If Azoth makes a successful saving throw against a spell or a spell attack misses them, Azoth can choose another creature (including the spellcaster) they can see within 120 feet of it. The spell targets the chosen creature instead of Azoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Azoth can take 5 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. Azoth regains spent legendary actions at the start of their turn.
Suffocate (Costs 4 Actions). Azoth steals the air of one breathing creature they can see within 60 feet of themself. The target must make a DC 27 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can’t breathe or speak until the end of its next turn.
Whelm (Costs 3 Actions). Azoth exudes a wave of freezing water from themselves outwards. Each creature within 60ft of Azoth must make a Strength saving throw DC 27 or take 42 (8d10) cold damage, taking half damage on a successful save. If the target fails by 5 or more, then they become Paralyzed until the end of their next turn.
Earthen Tomb (Costs 2 Actions). Azoth calls upon their elemental power within their blood. Each creature they choose within 60ft takes makes a Dexterity saving throw DC 27. On a failed saving throw, a creature gets swallowed up by the earth and become Restrained. A creature repeats this save as an action with a Strength check on it's turn.
Combustion (Costs 2 Actions). Azoth causes one creature they can see within 30 feet of them to burst into flames. The target must make a DC 27 Constitution saving throw. On a failed save, the target takes 70 (14d10) fire damage and catches fire. A target on fire takes 10 (2d10) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn’t catch fire.
Strike (Costs 1 Action). Makes an attack with either the Primordial Blade, Primeval bolt, or casts a spell.
Description
Azoth appears as Eladrin with their body being a solid color based on what season they currently are. They are a hermaphrodite and and look both similarly masculine and feminine. Their Genasi Ancestry has traits of each type of element. Their hair is somewhat wet and free flowing and looks like it is underwater when it isn't . Their skin is textured like stone and has veins of glowing magma within. And the clothes they wear and space they inhabit are buffeted by gusts of wind. The four skin tones that Azoth can have are light green, Gold, Red and orange, and snow white. Azoth is 6ft tall and weights 180lbs, and looks as muscular as a statue.
Lair and Lair Actions
Azoth's lair is the base of the primeval guard that exists in the plane of elemental chaos. Azoth's control over the lair extends over the entire structure and for a mile outward from it as the plane makes it incredibly difficult for anything to stay immutable. The following are effects that the lair can produce at the will of Azoth on initiative count 20 (Beating any ties). The same lair action cannot be taken twice in a row.
- The lair casts one of the following spells at 9th level within the lair. The spell save DC is 19 and has a +11 to hit. If the spell has a range of self, then it targets Azoth: Sanctuary (Earth), Fireball (Fire), Chain Lightning (Air), Armor of Agathis (Water), Chromatic Orb (Any). A spell can only be cast when the corresponding elemental lair action is taking place.
- One room inside of the Primeval Guard stronghold loses it floor as it turns into a bottomless pit with strong gusts of air drifting upward. A creature without flying immediately falls 500ft down into the hole. A creature with flying can fly in their space if they succeed a DC 17 Dexterity saving throw. This lair action is ended when this lair action is taken again and the floor rises back up not harming any creatures it will carry up with it.
- One room inside of the Primeval Guard stronghold has its' walls explode into flame. Then the flames close inward to cover the whole room except a 10ft cylinder of safety in the center of the room. Any creature that starts its turn in the flames takes 20 points of fire damage and will have disadvantage on attack rolls, ability checks, and saving throws for as long as they are in the fire. A creature immune to fire is unaffected. This lair action lasts until this one is chosen again in which the room returns to normal.
- One room inside of the Primeval Guard stronghold has its' ceiling and floor sink into a series of twisting and convoluted caves only big enough to fit medium sized creatures comfortably. A large creature can fit and fight in the tunnels by squeezing and a huge or larger creature is stuck in a chamber only large enough to compress it and leave it unmoving. The ground in the tunnels count as difficult terrain unless the creature has a burrowing speed or some other effect to ignore difficult terrain. When this lair action is used again the room reverts to normal and creatures are risen vertically from their previous positions.
- One room in the Primeval Guard stronghold is instantly filled with with ice cold salt water. A creature has enough time to take a breath before being submerged. A creature has disadvantage on melee weapon attacks if they don't have a swim speed, and all creatures have disadvantage on ranged weapon attacks. A creature has enough breath for a number of minutes equal to 1+ it's Constitution modifier, and if that creature takes damage that time is halved. When this lair action is used again the room empties of water and creatures are dropped vertically from their previous positions.
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