Natural Forms. Azzar's original form is an ancient white dragon. At will, Azzar can polymorph his body to a Medium size half-dragon form (with wings) which is equipped with clothing, a shield, a magic spear and a large bag of holding. Azzar's stats and abilities remain unchanged whenever he is in his half-dragon or white dragon form. If knocked unconscious or killed, Azzar's body remains in either the white dragon form or the white half-dragon form (whichever form that was last used.)
Ice Walk. Azzar can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost him extra movement.
Legendary Resistance (3/Day). If Azzar fails a saving throw, he can choose to succeed instead.
Spider Climb. Azzar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. This is only active when Azzar is medium or small sized.
Brute. A melee weapon deals one extra die of its damage when Azzar hits with it (included in the attack).
Multiattack. Azzar can use its Frightful Presence. He then makes three attacks: one with its bite and two with its claws. If Azzar is transformed into his half-dragon form or a Medium or Small humanoid form, he can only make three +2 drift spear melee attacks and a shield bash melee attack.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
+2 Drift Spear. Melee or Ranged Weapon Attack: +18 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 2d6 + 10 piercing damage, or 2d8 + 10 piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 2d4 + 10 bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Energy Drain. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60 ft., one creature. Hit: (4d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a shadow under the Azzar's control.
Frightful Presence. Each creature of Azzar's choice that is within 120 feet of him and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Azzar's Frightful Presence for the next 24 hours. This action can only be used when Azzar is in his ancient white dragon form.
Cold Breath (Recharge 3–6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking (20d8) cold damage on a failed save, or half as much damage on a successful one.
Spellcasting. Azzar casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20):
At will: invisibility, mage hand
4/day each: dimension door, disguise self, sending
2/day: dominate person
Change Shape. Azzar magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if Azzar is reduced to 0 hit points or uses a bonus action to end it.
Drift Spear. Azzar can use a bonus action to magically teleport his +2 drift spear back into his hands from any distance. If the +2 drift spear is on a different plane than Azzar, then this bonus action automatically fails.
Phase (3/Day). Azzar becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell). While partially incorporeal, Azzar has immunity to non-magical bludgeoning, piercing, and slashing damage. Additionally, Azzar can move through other creatures and objects as if they were difficult terrain. Azzar takes 5 (1d10) force damage if it ends its turn inside an object.
Parry. Azzar adds 3 to its AC against one melee attack that would hit him. To do so, Azzar must see the attacker, must be wielding a melee weapon and must be in either a humanoid or half-dragon form.
Azzar 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. Azzar regains spent legendary actions at the start of its turn.
Detect. Azzar makes a Wisdom (Perception) check.
Energy Drain. Azzar makes an Energy Drain melee spell attack or ranged spell attack.
Wing Attack (Costs 2 Actions). Azzar beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Azzar can then fly up to half his flying speed.
Phase Shift (Costs 3 Actions). Azzar can teleport to any location within the same plane that he had has seen before or any location that he can see.
Description
Azzar is an ancient white dragon from an unknown age and from a strange bloodline. Azzar is not sure of his parentage, however when he was old enough to start thinking for himself, he discovered that he was not only a white dragon but was a white dragon with blood of a half-dragon in his veins. This was confirmed when he discovered that he could shift seamlessly from between his two natural forms.
Azzar was found onboard a derelict ship floating in the endless realm called "The Drift" - a timeless dimension that some star ships traverse in order to travel vast distances. When a crew vampirates stumbled upon the ship, they saw a clutch of destroyed dragon eggs just inside the damaged cockpit; only one egg had survived but had become cracked slightly. Seeing a dragon egg as a valuable "score", the vampirates took it onboard their own star ship and left the Drift.
Soon after, Azzar hatched into a wyrmling just as the vimpirates entered the Astral Sea. Instead of selling or devouring the baby dragon, the ambitious vampirates set a goal to raise the creature as a pirate amongst their crew, certain that their never-ending pirating would be guaranteed with the help of full-grown white dragon.
Centuries passed onboard the Looter's Virtue - the vampirates star ship and Azzar's first home. Azzar learned fighting and pirating from his crewmates and slowly began awakening his own power, not just as a dragon or half-dragon, but as a creature that was exposed to the strange radiation of the Drift. Not only did his body develop abilities just like the ones that the vampirates possessed, but he learned to channel the latent energy of the Drift, allowing him to phase through matter or teleport anywhere.
When Azzar became an adult, he was made Captain of the Looter's Virtue and took command of the entire crew - much to their insistence. Compelled like any dragon to hoard, Azzar became hell bent on creating a fleet of space faring pirates that he could lead and profit greatly from. Soon after, the raids from the Looter's Virtue involved more than just stealing and killing; survivors of these raids and their ships were conscripted to join Azzar and his pirate band. Using the Astral Sea to dip in and out of Wildspace and the Material Planes, Azzar soon built a mighty fleet of thousands of ships that soon even learned how to traverse the vastness of time along with space via the Drift.
Crowning himself Admiral of this new band of pirates - which he would later rename "The Looter's of Paradise" - Azzar became one of the most feared creatures in the Astral Sea and Astral Space. When several more centuries passed and Azzar obtained the power, age and wisdom of an ancient dragon, the Looter fleet had become rich in wealth from all across the multiverse and rich in diversity amongst its members.
When the Looter's of Paradise traveled to The Splinters of Vesimir - an array of inhabited micro planets in orbit around a purple gas giant in deep space - Azzar was drooling at the mouth. He had long heard rumors throughout the planes and Astral Sea that these twenty -three mirco planets held artifacts, magic, advanced technology and wonders that would rival the most coveted vaults found in the Upper or Lower Planes; yet when he and his fleet of ships arrived, they were immediately confronted by three god-level creatures just outside of the Splinter's solar system.
Despite the power and number of his ships, the Looter's of Paradise were easily defeated by these beings in an instant. With nothing more than raw power and energy, ships exploded or were ripped apart with minimal effort. As most of his pirates retreated back into the Drift, Azzar's ship - the Looter's Virtue - was heavily damaged and was sent adrift into deep space. All of his crewmates had died from the attack, but Azzar was able to teleport the dead ship into the Drift right before he fell unconscious from the strain. It is impossible to determine how long he remained unconscious in the Drift.
After Jace Beleran had successfully recruited four dragons into Ravnica's Dragonarchy, he expanded his vast mental abilities and his planeswalker "spark" to search the multiverse for another ancient dragon that could fill the last slot. Jace happened upon the now derelict Looter's Virtue within the Drift and recused the unconscious Azzar. Previously in the years before, Ravnica had been infiltrated by a group of Azzar's Looter's and Jace had not forgotten to repay this affront to his land and people, which is why he used this opportunity to gain custody of the Looter's leader and a powerful dragon.
When Azzar awoke in Ravnica, he awoke in unbreakable chains within a demiplane that Jace had constructed from his mind and magics. Jace offered Azzar a deal: repay the crimes and damages brought on by Azzar's subordinates by pleaguing his service to the Dragonarchy for five hundred years or be left imprisoned within the demiplane for as long as Jace remains the Guildpact. Reluctantly, Azzar submitted to the deal and was made the last member of the Ravnican Dragonarchy.
Currently, Azzar is a full member of "The Overlooked" guild in Ravnica, the 11th guild that Jace recently created to handle extraplanar and multidimensional threats to Ravnica, Gatewatch (a group of planewalkers that Jace is a member of) or allied lands and realms beyond Ravnica. Accepted wholly by the other members of the Overlooked, Azzar has found a semblance of stability in his new role but still counts the years until he will be free again to pirate throughout the Astral Sea and rebuild his hoard.
Comments