Angelic Weapons. Azraels weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).
Divine Awareness.
Innate Spellcasting. Azraels spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells
At will: detect evil and good, invisibility (self only), blade barrier, dispel evil and good, resurrection, commune, control weather, Teleportation..
As well as all spells known in the Angels base form
Magic Resistance. Azrael has advantage on saving throws against spells and other magical effects.
Multiattack. Azrael makes two attacks.
Main Weapon.Weapon Attack: +20 to hit, reach 30 ft., one target. Hit: 26 (4d12+ 8) slashing damage plus 27 (6d12) radiant damage.
Longbow of Eternity. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. Azrael releases its weapon to hover magically in an unoccupied space within 50 feet of it. If she can see the sword, then Azrael can mentally command it as a bonus action to fly up to 100 feet and either make one attack against a target or return to the Arch Angel's hands. If the hovering sword is targeted by any effect, then she is considered to be holding it. The hovering sword disappears if Azrael is defeated.
Healing Touch. Azrael touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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. She regains spent legendary actions at the start of its turn.
Burst Stream of Destruction (Costs 1 Actions). Azrael emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Glare (Costs 1Actions). Azrael targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
The Fields of Elysium (2 actions)
The Wrath of Arcadia transforms into a massive weapon called the Light of Elysium, the weapon powers up and releases a divine energy on a scale unseen for thousands of years in a 200 meter radius, all creatures and objects not aligned to Azrael takes 12d12 Radiant damage, all creatures below 125 HP die if they do not roll a 15 Charisma saving check.
Creatures killed by this ability have their souls torn from their bodies and can never be resurrected.
The Gates of Arcadia (2 cost)
A giant sphere appears, ripping a hole in the fabric of reality, The Gates of Arcadia opens, a portal to the dead realm of which its opening causes everything within a 30 foot radius to be sucked into the hellfire.
Azrael commands the dead to march upon the realm, a horde of powerful undead march through the gates of Arcadia, the burning ruins of Elysium can be seen through the portal, the black hole that was once Arcadia’s Star on the distant horizon,
The army can be commanded to fight and kill opponents and destroy target objects, buildings etc, but can also capture targets and drag them back to the abyss,
The GM decides how many undead come through the portal, the undead and the gate last until closed by Azrael, the gate cannot be closed by defeating Azrael in her full form and she can choose to close the gate in her lesser form.
The Ruins of Heaven (3 cost)
Azrael transports any nearby allies and enemies to her Fortress overlooking Elysium on the plane of Arcadia, this area acts a Lair for Azrael, follow the Lair guide for her.
Description
Azrael is one of the Arch Angels of the plane of Arcadia, the counterpart to the Arch Angel Urizen,
Azrael is the Arch Angel for a plethora of titles, including Destruction, Annihilation and even Death, but is commonly referred to as Wrath, due to her history during the Gehenna war and the expansion of the Arcadian Empire.
Azrael was the General Commander of the Dawnlight Brigade, the offensive army for Bahumat, she led the armies from her massive Dreadnought the ISS Sol Invictus, flag ship of the Black Fleet, this led to the Dawnlight Brigade being one of the most powerful forces of the Multiverse almost 100,000 years ago, invading and subduing many planes of existence and wiping out any realms where evil reigned supreme.
During the Arcadia-Gehenna war between the gods Bahumat and Tiamat Azrael was responsible for the destruction of most of Tiamats forces and the deaths of at least 2 of the 5 of the great Demon Lords, as well as the defeat of her greatest enemy the Demon Prince Azazel.
Millenia after the demon war was won tensions between Azrael and Urizen grew, as the two ArchAngels vied for control over the Arcadian Empire, eventually the god Bahumat left the realm for reasons unknown, vacating the Throne of God upon mount Celestia, this led to the War In Heaven event, the civil war that destroyed the Dimension Gates and sealed Arcadia off from the rest of the Multiverse, the war lasted a thousand years ending in the destruction of Arcadia when the God-Stone at the heart of Elysium's high temple was hit by a gargantuan energy blast in the Arch Angels final fight.
Azrael managed to escape through a hidden Dimension Gate to Alara, a few millennia before the Sundering event forced her to travel through time again, this time tens of thousands of years to Ravnica, sometime during 4500 AR.
What happened to Urizen is unknown, but Azrael lost her powers after Arcadia's doom, as the gate closed behind her for the last time her connection to the realm was severed.
Lair and Lair Actions
The Fortress at the Edge of Time,
The floating citadel of Azrael. The Fortress of Time was once her seat of power for all of Arcadia. The Fortress dominates the western part of the capital city of Elysium from above, the huge walls and floating docks for the Black Fleet once hustling with activity now silent, the once tall grey marble tower now blackened by ash.
The Fortress is in poor shape due to roughly 100,000 years of time passing since the destruction of Arcadia, The complex is in ruins with the roof of the Black Tower collapsed, you can see out upon the dead city and the dead lands beyond, the black hole that was once Arcadia’s Star, dominates the sky above the planes horizen.
In front of you there is a huge throne, upon it sits Azrael, between your group and her in the center of the chamber in a circle of blackened marble lay the enemy or enemies,
While in this area Azrael is the controller of this realm and thus has near limitless power until she repairs and consumes the god stone. She knows all spells of all levels and can not be killed, being in such an ancient land releases all magical restraints, meaning spells of any level can be cast by those of a magical inclination, including the 10th and 11th circuit.
You leave the realm when Azrael decides, or when time in her true form ends, at which point you are all sent back to a designated point of Azraels choosing, any enemies return with you, no matter the form they be in.
Previous Versions
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8/7/2019 12:28:50 PM
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62
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1.0
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Coming Soon
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8/9/2019 5:18:06 AM
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51
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1
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1.2
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Coming Soon
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