Large Undead, Chaotic Evil
Armor Class 16 natural armor
Hit Points 152 (16d10 + 64)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +8, CON +8, WIS +5, CHA +7
Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120, Passive Perception 15
Languages Abyssal, Common Common, Abyssal
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Traits:

Legendary Resistance (3/Day): If Azura fails a saving throw, she can choose to succeed instead.

Undead Fortitude: If damage reduces Azura to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Azura drops to 1 hit point instead.

Sandstorm Aura: A 20-foot radius of swirling sand surrounds Azura. Any creature that starts its turn within the aura or enters it for the first time on a turn must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) slashing damage and be blinded until the end of its next turn.

Actions

Multiattack: Azura makes three attacks: two with her Scimitar and one with her Necrotic Touch.

Scimitar: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Necrotic Touch: Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

Sand Breath (Recharge 5-6): Azura exhales a blast of sand in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) slashing damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also blinded until the end of its next turn.

Legendary Actions

Azura 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. Azura regains spent legendary actions at the start of her turn.

  • Detect: Azura makes a Wisdom (Perception) check.
  • Scimitar Attack: Azura makes one Scimitar attack.
  • Sand Burst (Costs 2 Actions): Each creature within 10 feet of Azura must succeed on a DC 16 Dexterity saving throw or be knocked prone and take 14 (4d6) slashing damage.

Description

Azura the Sand Wraith is an imposing figure, towering over most with her skeletal frame draped in tattered, sand-colored robes. Her eyes glow with an eerie blue light, and her movements are swift and fluid, like shifting sand. Her body is partially mummified, with ancient bandages clinging to her desiccated flesh. She wields a scimitar of dark, enchanted metal, and her presence is heralded by a constant swirling of sand and wind.

 

Lair and Lair Actions

Once a powerful queen of an ancient desert civilization, Azura was cursed for her tyranny and cruelty. Her spirit was bound to the sands of the Ember Sands, transforming her into the Sand Wraith, a monstrous entity driven by a desire for vengeance and domination. For centuries, she has slumbered beneath the dunes, but recent upheavals have stirred her from her rest. Now, she seeks to reclaim her throne and unleash her wrath upon the world, starting with the Amaranth Sisters who dare to inhabit her ancient domain.

Azura the Sand Wraith's lair is a treacherous place, the temple's halls are adorned with faded murals depicting the deity's once-great power over the sands. The air is thick with the scent of ancient incense, mingled with the acrid smell of decay.

Location: Deep within the Ember Sands, Azura's lair is hidden beneath the shifting dunes, within an ancient, crumbling underground temple that was once dedicated to a forgotten desert deity.

Lair Actions:

On initiative count 20 (losing initiative ties), Azura can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:

  1. Shifting Sands: The sands in the lair begin to shift and swirl. Each creature on the ground must succeed on a DC 15 Dexterity saving throw or be knocked prone and moved 10 feet in a random direction.

  2. Sandstorm: A swirling sandstorm erupts within the lair, obscuring vision. Each creature within the lair must make a DC 15 Constitution saving throw or be blinded until the end of its next turn.

 

Regional Effects:

The region containing Azura's lair is warped by her magic, creating the following effects:

  1. Whispering Winds: The wind carries faint, eerie whispers that can be heard up to 1 mile away from the lair. These whispers cause unease and discomfort, making it difficult for creatures to rest.

  2. Increased Monster Activity: Dangerous creatures and monstrous desert inhabitants become more aggressive and numerous within 5 miles of the lair.

 

Defeating Azura:

If Azura the Sand Wraith is slain, these regional effects fade over the course of 1d10 days. The sands slowly return to normal, the whispers cease, and the monsters revert to their usual behavior. The temple itself remains a treacherous ruin, but without Azura's malevolent presence, it becomes a place of historical curiosity rather than dread.

 

Monster Tags: undead

NattaMartell

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