Tiny Fey, Lawful Good
Armor Class 19 Natural armour
Hit Points 347 (42d8 + 148)
Speed 15 ft., Fly 60 ft. (hover), Swim 45 ft.
STR
30 (+10)
DEX
30 (+10)
CON
15 (+2)
INT
30 (+10)
WIS
30 (+10)
CHA
26 (+8)
Saving Throws STR +18, DEX +18, INT +18, WIS +18
Skills Animal Handling +18, Arcana +18, Perception +18, Persuasion +16
Damage Resistances Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft., Passive Perception 30
Languages Celestial, Common, Draconic, Sylvan, Telepathy 300ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3 per day). If Azelf fails a saving throw, he can choose to succeed it instead.

Lake Guardian. If Mesprit or Uxie are at all in danger, Azelf becomes aware of it and gains a new action which allows him to teleport to within 15ft. of Mesprit or Uxie. In addition, Azelf can breathe both air and water.

Psychic Attacks. Azelf's attacks are considered magical for the purpose of overcoming resistances and immunities.

Godly Invincibility. As Azelf is a god, he cannot be truly killed. If he is reduced to 0 Hit Points, he returns to Lake Valor to rest.

Telepathic Bond. Azelf ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Red Chain. Azelf can instruct Dialga, Palkia and Giratina to do things freely as a bonus action when they are within 200ft., but only one at a time.

Sheer Willpower. Azelf can end any condition he has after one round of having it.

Actions

Extrasensory. Azelf glows purple and materialises an orb of psychic energy. Azelf can then choose a point within 100ft. and have the orb explode in a 20ft. radius. Any creature within range must succeed a DC 24 Dexterity saving throw or take 14d10 psychic damage or half as much on a succeeded save.

Multiattack. Azelf can attack 3 times with Psyshock.

Psyshock. RangedWeapon Attack: +19 to hit, range 80/150 ft., 1 target. Hit: 47 (12d4 + 20) psychic damage.

Dazzling Gleam (Recharge 5-6). Azelf begins glowing with brilliant, beautiful light that engulfs  all creatures within 50ft. of Azelf. These creatures (other than Azelf) must succeed a DC 24 Charisma saving throw or take 14d10 radiant damage or half as much on a succeeded save.

Hypnosis. Azelf's eyes glow purple and a single point that Azelf can see is suddenly enveloped by pretty, hypnotic lights in a 10ft. radius. Any creature within range must succeed a DC 25 Wisdom saving throw or hear Azelf's gentle voice whispering into their mind, requesting them to do things that they've never even thought of doing before. The creature is charmed by Azelf for 2 rounds, and during this time, Azelf controls what they do on their turn, as well as all bonus actions and reactions taken by the charmed creature. After Azelf's hypnotism has disappeared from the creature's mind, the creature is not aware of what they did while charmed, or if they were charmed at all.

Telekinesis. Azelf's eyes glow a beautiful pink, and any objects that Azelf can see that are under 1000lbs. can now be moved by Azelf's mind by up to 100ft. Azelf can also move creatures with this ability, but Azelf must roll an Arcana check contested by a Dexterity save by the target if they are not willing. If the target fails, Azelf can move them freely with telekinesis up to 50ft. Azelf cannot move Gargantuan creatures.

Future Sight. Azelf glows with psychic energy, predicting an attack in the future. Within the next 10 minutes, Azelf can choose to release the Future Sight attack as a Legendary Action. If Azelf is reduced to 0 hit points and future sight has been used but not released, the future sight immediately hits someone of Azelf's choice. Refer to the Future Sight Legendary Action for more information.

Bonus Actions

Mind Read. Azelf peers into the mind of anyone within range of his telepathy, seeing their surface thoughts.

Reactions

Telekinetic Defence (Once per day). Azelf uses telekinesis to slow down incoming projectiles, causing him to have advantage on the associated saving throw or give the attacker disadvantage on the attack roll.

Legendary Actions

Azelf 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. Azelf regains spent legendary actions at the start of its turn.

Mystical Power (Costs 3 Actions). Azelf's gems glow with psychic might and so does Azelf's body as a beam of psychic energy is shot at a single creature within 60ft. The creature must succeed a DC 25 Wisdom saving throw or take 17d10 psychic damage. In addition, Azelf's next attack does an extra 1d8 psychic damage.

Future Sight (Costs 3 Actions). Azelf opens portals around the chosen target, which relentlessly shoots psychic lightning at them. The target must succeed a DC 25 Dexterity saving throw or take 13d10 psychic damage and be confused for 1 minute.

Teleport (Costs 2 Actions). In a burst of psychic energy, Azelf suddenly teleports to an area he can see within 200ft.

Move. Azelf moves up to his full movement speed.

Description

Azelf is a small, grey-blue, fairy-like Pokémon. It has two tails that each have a red jewel on them. These are, presumably, two of the jewels which complement the Red Chain. Azelf has a partially cyan face with another red gem encrusted into its forehead. Azelf has a cone-shaped head with elf ear-like protrusions on each side.

Lair and Lair Actions

Azelf's lair is a beautiful, glistening lake known as Lake Acuity.

Lair Actions

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

  • A circle of psychic energy appears around a single creature Azelf can see. The creature must succeed a DC 23 Wisdom saving throw or have their movement speed decreased by 10ft. until the end of their next turn.
  • A group of sharp stars are pelted at a single creature Azelf can see. The creature must succeed a DC 23 Dexterity saving throw or take 4d8 piercing damage or half as much on a succeeded save.

Regional Effects

The region containing Azelf’s lair is mysterious and unknown, which creates one or more of the following effects:

  • Azelf has advantage on stealth checks.
  • It isn't quite clear if it's a lake, or a portal.

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2024 11:24:10 AM
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Coming Soon

Monster Tags: fey

Habitat: CoastalUnderwater

TheLakeGuardian

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