Fear Aura. Any creature hostile to Azakath that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless he is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Devil of the Nine Hells. Any creature that moves within 5 feet of Azakath for the first time on a turn or ends its turn there takes 1d10 fire damage.
Legendary Resistance 3/day. If Azakath fails a saving throw, he can instead choose to succeed.
Magic Weapons. Azakath's weapon attacks are magical.
Innate Spellcasting. Azakath's spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day: dominate person, wall of fire
2/day: flame strike, delayed blast fireball, fire storm
1/day: banishment, meteor swarm
Multiattack. Azakath makes three attacks: One with his scepter and two with his claw.
Scepter. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Summon Devil (2/Day). Azakath chooses what to summon and attempts a magical summoning.
Azakath summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance of failure.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Azakath can take 2 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. He regains spent legendary actions at the start of its turn.
Investiture of Flame (1 Action). Azakath creates a line of fire 15 feet long and 5 feet wide extending from him in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The line lasts until the end of his next turn. Any creature that moves through the fire must make a Dexterity saving through or take 2d8 fire damage on a failed save or half as much on a successful one.
Bane of the Great Hero (2 Actions). Azakath's voice echoes through the battlefield; all enemy creatures must make a DC 21 Wisdom saving throw or be frightened until the end of their next turn. All allied creatures are empowered and have advantage on attack rolls against frightened creatures.
Description
His skin is the color of smoldering embers, a deep, fiery red that seems to pulse with the heat of the infernal planes. His eyes are piercing, glowing with a baleful yellow light that reflects a calculating and malevolent intelligence.
His face is sharp and angular, with high cheekbones and a strong jawline that give him a regal, if not sinister, appearance. Two large, curved horns sweep back from his forehead, above hair that is like strands of liquid obsidian, flowing down his back and occasionally sparking with streaks of hellfire.
He is adorned in armor that seems to be forged from the very darkness of Hell, a blackened plate that absorbs light and exudes menace. Intricate runes and symbols of power are etched into the metal, each one pulsating with a sinister energy. Over this, he wears a cloak that shifts in color from blood red to pitch black, moving as if alive and made from the tortured souls of the damned.
At his side hangs a scepter, its rod as dark as night and etched with screaming faces, the crown is adorned with precious stones that seem to hold a flickering flame within them, casting an eerie glow around him.
In his presence, the air feels charged, the ground beneath him scorched and cracked, as if the very earth recoils from his touch. Shadows cling to him, and whispers of despair and corruption follow in his wake, leaving no doubt that he is the Herald of Asmodeus, once the devilish ruler over the continent of Azmar.
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