Medium Undead, Chaotic Evil
Armor Class 20 +1 Plate, +1 Ring of Protection
Hit Points 85 (9d8 + 45)
Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60ft, Passive Perception 13
Languages Abyssal, Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Fear Aura. Any creature that's hostile towards Aazael that started its turn within 20ft of him must make a DC 15 Wisdom saving throw, unless Aazael is incapacitated. on a failed save, the creature is frightened until the start of it's next turn. If the creature succeeds the saving throw it is immune to Aazael fear aura for the next 24hrs.

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

Rejuvination. see book.

Spellcasting. [Aazael] is a 9th-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 15, +7 to hit with spell attacks). [Aazael] has following [Paladin] spells prepared:                                                                                                                 
1st level (4 slots): [command], [compelled duel]                                                                         2nd level (3 slots): [aid], [magic weapon]                                                                                     3rd level (2 slots): [dispel magic, [elemental weapon]

Undead Nature. Aazael doesn't require air, food, drink, or sleep.

Actions

Multi Attack. Aazael makes two melee attacks.

+1 Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (1d10 + 6) [slashing] damage plus (2d6) necrotic damage. 

Summon pet(1/day). Aazael may summon Annominc, his fiendish black panther servant, which immediately appears adjacent to Aazael. Annominc remains for 1 hour, until it or Aazael die, or until Aazael dismisses it as an action.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

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.

Kings616

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