Large Celestial, Lawful Good
Armor Class 18 (natural armor)
Hit Points 300 (28d10 + 146)
Speed 40 ft., Fly 60 ft.
STR
22 (+6)
DEX
24 (+7)
CON
20 (+5)
INT
28 (+9)
WIS
25 (+7)
CHA
26 (+8)
Saving Throws INT +17, WIS +15, CHA +16
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages --
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Dark Light Eclipse (Mythic Trait; Recharges after a Short or Long Rest). If Azrael is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 50 hit points. In addition, Azrael is shrouded in a dark light shroud, granting him 75 temporary hit points. For as long as Azrael has temporary hit points from this feature magical darkness surrounds him in a 15-foot radius. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

Legendary Resistance (3/Day). If Azrael fails a saving throw, it can choose to succeed instead.

Magic Resistance. Azrael has advantage on saving throws against spells and other magical effects.

Dark Holy Magic. All spells cast by Azrael are imbued with dark holy magic causing spells that deal damage to deal an additional 4d8 radiant damage. The creature's hit point maximum is reduced by an amount equal to the additional radiant damage taken. This reduction lasts until the target finishes a long rest or has greater restoration cast on them.

Spellcasting. Azrael can cast one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24):

At will: Telepathy, Fireball

3/day each: Sunburst, Prismatic SprayForcecage, DisintegrateTeleportGreater Invisibility, Dispel Magic

1/day each: Meteor Swarm, Control Weather, Maddening Darkness, MazePlane Shift(Self Only)

Actions

Multiattack. Azrael makes three bolt attacks.

Bolt. Ranged Spell Attack: +17 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (Azrael’s choice): acidcoldfireforcelightningradiant, or thunder.

Teleport. Azrael magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Reactions

Dark Light Counterspell. Azrael uses dark holy magic to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Azrael makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 18 (4d8) radiant damage if the spell fails.

Legendary Actions

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 his turn.

Dark Holy Magic (Costs 2 Actions). Azrael uses Spellcasting or Teleport.

Attack. Azrael makes one Bolt attack.

Mythic Actions

If Azrael’s mythic trait is active, he can use the options below as legendary actions, as long as he has temporary hit points from his Dark Light Eclipse.

Dark Light Eruption. Azrael erupts with dark light. Each creature in a 60-foot-radius sphere centered on Azrael must succeed on a DC 24 Dexterity saving throw or take 14 (3d8) radiant damage. A creature's hit point maximum is reduced by an amount equal to the radiant damage taken. This reduction lasts until the target finishes a long rest or has greater restoration cast on them.

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/8/2023 3:55:44 PM
10
2
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Coming Soon
DarkTaiga

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