Spellcasting. Azarr Khul is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Azarr Khul has following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, shield of faith
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
3rd level (3 slots): bestow curse, protection from energy, spirit guardians
4th level (3 slots): banishment, guardian of faith
5th level (2 slots): contagion, flame strike
6th level (1 slot): blade barrier
7th level (1 slot): fire storm
Lightning Breath (Recharge 5-6). Azarr Kul exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Morningstar ("Nightbringer"). +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage plus 9 (2d8) necrotic damage and the target must roll a DC 15 Constitution saving throw or be blinded until the end of its next turn.
Multiattack. Azarr Khul makes 2 morningstar attacks.
Description
Azarr Kul is a half-dragon (hobgoblin) cleric of Tiamat. He is the antagonist of the highly-regarded D&D 3.5 campaign "The Red Hand of Doom" by Richard Baker and James Jacobs (2006).
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