Special Trait Name.
Ring of Pride- if this ring is chosen any charisma check will always be at advantage
Presence of Pride- When attacked creature must make an INT save (DC 14) on a failed save you hit yourself with the attack
Ring of Greed- if this ring is chosen any gambling will be in his favor even without weighted dice
Presence of Greed- Greed will passively steal things with his pouch of plunder tuning any item into its worth in coins
Ring of Lust- if this ring is chosen you can have person be bent to your will with the promise of a kiss, (Note kiss can even just be one on the hand as long as it's a kiss)
Presence of Lust- Any Creature in a 100ft circle centered in Azeran position must Succeed a WIZ ( DC 14) nothing happens on a successful save or you become charmed by Azeran
Ring of Envy -If this ring is chosen People will believe you are a person of power despite status
Presence of Envy- Azeran may use any creatures spell slot for one of his spells of that level
Ring of Gluttony - if this ring is chosen all damage is halved
Presence of gluttony- Raises the armor class to twenty
Ring of Wrath- All attacks are made at advantage
Presence of Wrath - Azeran has four actions and two bonus actions per turn
Spellcasting. Azeran is a 20th-level spellcaster. Its spellcasting ability is [???] (spell save DC 15 , +6 to hit with spell attacks). Azeran has following [class name] spells prepared:
Cantrips (at will):
Eldritch Blast-
Casting Time: 1 action
Range: 300 feet
Duration: Instantaneous
four beams of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 force damage.
1st level (10 slots):
Cause Fear-
Casting Time: 1 action
Range: 120 feet
Components: V
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in all creatures you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw (Dc 15) or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Inflict Wounds-
Casting Time: 1 action
Range: 60
Components: V, S
Duration: Instantaneous
To hit- 1D20+5 against a creature you can reach. On a hit, the target takes 3D10 necrotic damage.
2rd Level slots (8)
Shatter
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw (Dc 15). A creature takes 6d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
3rd Level slots (6)
Thunder Step-
Casting Time: 1 action
Range: 90 ft
Components: V
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw (DC 15), taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
9th Level slots (1)
Power Word: Kill-
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Imprisonment-
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gold per Hit Die of the target)
Duration: Until dispelled
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
When you cast the spell, you choose one of the following forms of imprisonment.
- Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
- The special component for this version of the spell is a small mithril orb.
- Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.
- The special component for this version of the spell is a fine chain of precious metal.
- Hedged Prison. The spell transports the target into a tiny demi-plane that is warded against teleportation and planar travel. The demi-plane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
- The special component for this version of the spell is a miniature representation of the prison made from jade.
- Minimum Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.
- The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
- Slumber. The target falls asleep and can’t be awoken.
- The special component for this version of the spell consists of rare soporific herbs
Action Melee Attack.
Soul eater Blade: reach 10 ft. Hit: (2d20 + 10) [Slashing] damage.
Fly-
As a bonus action Azeran may take flight using his wings and has an equal flying speed to his walking speed.
Extra attack -
Soul eater Blade: reach 10 ft. Hit: (2d20 + 10) [Slashing] damage.
Reaction Name.
Hellish Rebuke-
Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
Range: 120 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Azeran has two legendary actions
Double slash Soul eater Blade 2 actions: Reach 10 ft., up to two targets. Hit: (2d20 + 10) [Slashing] damage.
Sacrifice- once a turn Azeran may convert on of his actions gifted by wrath and gain a legendary action, Azeran cannot regain the sacrificed spell slot using Envy's presence if sacrificed this way.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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