Medium Undead (Half-Elf), Lawful Neutral
Armor Class 20 (Shadow Form)
Hit Points 165 (20d8 + 60)
Speed 30 ft., Fly 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws CON +10, WIS +11, CHA +13
Skills Arcana +8, Deception +11, Insight +8, Intimidation +11, Perception +8, Stealth +9
Damage Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Psychic, Slashing, Thunder
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Grappled, Poisoned, Prone
Senses Blindsight 30 ft, Darkvision 120 ft (Can see normally in darkness, both magical and nonmagical), Passive Perception 18
Languages Any six languages
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Umbral Form. Azreal can move through other creatures and objects as if they were difficult terrain. Takes 5 force damage if they end their turn inside an object

Magic Resistance. Azreal has advantage on saving throws against spells and other magical effects and advantage made to maintain concentration on a spell when taking damage.

Spellcasting. Azreal is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Azreal can cast darkness at will and has the following spells prepared:

Cantrips (at will): fire bolt, frostbite, minor illusion, toll the dead, shocking grasp

1st level (6 slots): hex, shield, magic missile

2nd level (3 slots): detect thoughts, mirror image, scorching ray

3rd level (3 slots): counterspell, blink, fireball, hypnotic pattern

4th level (3 slots): banishment, greater invisibility, polymorph

5th level (3 slots): dominate person

6th level (1 slot): disintegrate

7th level (1 slot): teleport, reverse gravity

8th level (1 slot):

9th level (1 slot): wish

Strength of the Grave. When damage reduces him to 0 hit points, he can make a Charisma saving throw (DC 5 + the damage taken). On a success, he instead drop to 1 hit point. This feature can’t be used if they are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Shadow Walk. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Metamagic. Azreal has 20 Sorcery Points, choosing from the options below. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Azreal regains Sorcery Points after a long rest.

Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Actions

Spellcasting.

Or Multiattack. Azreal attacks with one Shadow Blast and two with its Shadow Claw.

Shadow Blast. Range Spell Attack: +11 to hit, reach 120 ft. one target. Hit: 3d10+5 Force damage.

Shadow Claw. Magical Melee Attack: +11 to hit, reach 10 ft. one target. Hit: 3d8 + 10 Slashing damage + (DC 15 CON) 3d10 Necrotic damage.

Change Shape. Azreal magically transforms into a humanoid form or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form. In the humanoid form, Azreal retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, ability scores, as well as this action.

Reactions

 1 Reaction per round: shield, counterspell

War Caster. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
Legendary Actions

Azreal 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. Azreal regains spent legendary actions at the start of its turn.

Detect. Azreal makes a Wisdom (Perception) check.

Shadow Walk. Magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Hound of Ill Omen (Recharge 5–6).  (Costs 2 Actions) Azreal calls forth a howling creature of darkness to harass your foes. You magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound appears in an unoccupied space of your choice within 30 feet of the target. It shares initiative with Azreal. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. The hound uses the dire wolf statistics, with the following changes:

  • The hound counts as a monstrosity, not a beast.
  • It appears with 70 hit points.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:  (3d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

True Darkness (Recharge 6). (Costs 3 Actions) Azreal fills the area in a 200-foot-radius sphere with darkness until the next round.

Description

Once a mortal sorcerer raised from death to serve a God/BBEG, now an unstoppable being of pure shadow. Humanoid in form, but legless, floating off the ground. Tendrils of shadow flicker from its form. Too powerful to be controlled Azreal pursuits to control all of creation and plunge all of reality into darkness.

Monster Tags: NPC

Habitat: UnderdarkUrban

LordEclipse