Brutal Justice: Azura has advantage on attack rolls against any creature she has witnessed performing an evil act within the past 24 hours.
Protective Aura: Friendly creatures within 30 feet of Azura gain a +2 bonus to AC and saving throws.
Magic Resistance: Azura has advantage on saving throws against spells and other magical effects.
Innate Spellcasting: Azura's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
- At will: Detect Evil and Good, Disguise Self, Invisibility
- 3/day each: Charm Person, Counterspell, Fireball, Fly
- 1/day each: Dominate Person, Plane Shift, True Seeing
Regeneration: Azura regains 20 hit points at the start of her turn if she has at least 1 hit point.
Limited Teleportation: Azura can use a bonus action to teleport up to 60 feet to an unoccupied space she can see. She can use this ability three times per day, regaining all expended uses after a long rest.
Multiattack: Azura makes three attacks: one with her whip, one with her claws, and one with her tail.
Whip: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage.
Claws: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 7 (2d6) poison damage.
Tail: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 10 (3d6) necrotic damage.
Darkfire Blast (Recharge 5-6): Azura releases a blast of dark fire in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
Healing Potion: Azura drinks a healing potion, regaining 2d4 + 4 hit points.
Greater Healing Potion: Azura drinks a greater healing potion, regaining 4d4 + 4 hit points.
Potion of Speed: Azura drinks a potion of speed, gaining the effects of the haste spell for 1 minute.
Potion of Invisibility: Azura drinks a potion of invisibility, becoming invisible for 1 hour or until she attacks or casts a spell.
Potion of Fire Breath: Azura drinks a potion of fire breath. For the next hour, she can use a bonus action to exhale fire at a target within 30 feet. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a successful one.
Uncanny Dodge: When an attacker that Azura can see hits her with an attack, she can use her reaction to halve the attack's damage against her.
Hellish Rebuke: When Azura is damaged by a creature within 60 feet that she can see, she can use her reaction to cast hellish rebuke at 4th level, dealing 6d10 fire damage on a failed save, or half as much on a successful one (DC 22 Dexterity saving throw).
Deflect Attack: When a creature Azura can see hits her with a melee attack, she can use her reaction to reduce the damage by 1d10 + 6.
Evasion: If Azura is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she can use her reaction to instead take no damage if she succeeds on the saving throw, and only half damage if she fails.
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.
Teleport: Azura magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Claw Attack: Azura makes one claw attack.
Dreadful Glare (Costs 2 Actions): Azura targets one creature she can see within 30 feet of her. If the target can see Azura, it must succeed on a DC 22 Wisdom saving throw or be frightened until the end of Azura's next turn.
If Azura's mythic trait is active, she can use the options below as legendary actions for 1 hour after using Darkfire Blast:
Blazing Aura: Azura ignites an aura of flames. Each creature within 10 feet of her takes 10 (3d6) fire damage at the start of their turn.
Unyielding Fury (Costs 2 Actions): Azura makes two whip attacks.
Shadow Step (Costs 3 Actions): Azura disappears into the shadows and reappears at a point she can see within 60 feet, making one claw attack upon arrival.
Mythic Trait
Demon Lord's Resilience: When Azura is reduced to 0 hit points for the first time, she doesn’t die or fall unconscious. Instead, she regains 175 hit points and can use Darkfire Blast if it is available. For 1 hour after using Darkfire Blast, she gains additional mythic actions.
Description
Enter a general description for your monster here.
Lair and Lair Actions
The region within a 6-mile radius of Azura Nyx's domain is altered by her powerful presence, creating the following effects:
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Aura of Protection: The area is suffused with Azura's protective aura. Friendly creatures within this area gain a +1 bonus to AC and saving throws, reflecting the Guardian's influence.
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Watchful Shadows: Shadows within the area seem to have a life of their own, subtly shifting to observe any creatures passing through. Azura is aware of the presence of any creature within this area that is hostile to her or her allies. These shadows also provide advantage on Stealth checks to friendly creatures attempting to hide.
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Soothing Warmth: The region is bathed in a comfortable warmth that promotes healing. Creatures that take a short rest in this area regain an additional 1d6 hit points per Hit Die spent.
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Magitech Resonance: Due to Lyra's magitech influence and Azura's magic, technology and magic work seamlessly together. Spells and magical effects that normally have a chance to fail due to technological interference (such as in areas of high technology) do not suffer this penalty within the region. Additionally, any non-magical technological device within this area functions as if under the effects of the mending spell every hour.
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Demoralizing Presence: Any creature that commits an evil act within the area must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, the creature is also paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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:
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Summon Shadows: Azura calls forth shadows from her domain. Each hostile creature within 60 feet must make a DC 22 Dexterity saving throw or take 21 (6d6) necrotic damage and be restrained by shadowy tendrils until the end of its next turn.
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Darkfire Surge: Azura chooses a point she can see within 120 feet. Darkfire erupts in a 20-foot-radius sphere centered on that point. Each creature in the area must make a DC 22 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
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Healing Light: Azura channels her protective aura to heal her allies. Each friendly creature within 60 feet regains 20 hit points and is freed from any charm, frighten, or paralyze effects.
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