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.
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.
1 Reaction per round: shield, counterspell
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.