Shapechanger. Azura can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, she loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Innate Spellcasting. Azura's innate spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
- At will: charm person, darkness, detect magic, invisibility, suggestion, teleport
- 3/day each: dominate person, etherealness, greater invisibility, modify memory, plane shift (self only), vampiric touch
- 1/day each: dominate monster, power word kill, time stop
Sorcerer Spellcasting. Azura is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). She has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, ray of frost
1st level (4 slots): magic missile, shield, chromatic orb, mage armor
2nd level (3 slots): mirror image, misty step, hold person
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): dimension door, greater invisibility, polymorph
5th level (3 slots): animate objects, cloudkill, hold monster
6th level (2 slots): disintegrate, globe of invulnerability
7th level (2 slots): finger of death, teleport
8th level (1 slot): power word stun
9th level (1 slot): wish
Magic Resistance. Azura has advantage on saving throws against spells and other magical effects.
Magic Weapons. Azura's weapon attacks are magical.
Regeneration. Azura regains 30 hit points at the start of her turn if she has at least 1 hit point.
Succubus Nature. Azura can drain the life force of her enemies through a kiss or touch. When she hits a creature with a melee attack, she can choose to deal an additional 27 (6d8) psychic damage.
Multiattack. Azura makes three attacks: one with her Enchanted Longsword, one with her Bladed Ribbons, and one with her Kiss of Death.
Enchanted Longsword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 25 (4d6 + 10) slashing damage plus 18 (4d8) fire damage.
Bladed Ribbons. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 22 (4d4 + 10) slashing damage plus 18 (4d8) psychic damage. The target is grappled (escape DC 27) if it is a creature. Until the grapple ends, the target is restrained and takes 18 (4d8) psychic damage at the start of each of its turns.
Kiss of Death. Melee Weapon Attack: +19 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Azura, incapacitated, or restrained. Hit: 32 (8d6 + 10) psychic damage, and the target must succeed on a DC 27 Wisdom saving throw or be charmed for 1 day. The charmed target obeys Azura's spoken commands. If the target takes damage from Azura or her allies, it can repeat the saving throw, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to Azura's Kiss of Death for the next 24 hours.
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.
Attack. Azura makes one attack with her Enchanted Longsword or Bladed Ribbons.
Charm. Azura targets one creature she can see within 30 feet of her. If the target can see Azura, it must succeed on a DC 27 Wisdom saving throw or be magically charmed. The charmed target regards Azura as a trusted friend to be heeded and protected. Although the target isn't under Azura's control, it takes her requests or actions in the most favorable way it can. Each time Azura or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Azura is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Etherealness (Costs 2 Actions). Azura magically shifts from the Material Plane to the Ethereal Plane, or vice versa.
Mass Suggestion (Costs 3 Actions). Azura casts mass suggestion.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Azura Nyx takes 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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Illusory Terrain. Azura creates an illusory duplicate of herself, which lasts until the start of her next turn. The duplicate appears in her space and then moves up to 30 feet away from her, mimicking her actions and movements. Creatures must succeed on a DC 27 Wisdom (Perception) check to distinguish the duplicate from the real Azura.
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Seductive Whispers. Azura telepathically whispers to up to three creatures within 120 feet of her. Each target must succeed on a DC 27 Wisdom saving throw or be charmed by Azura for 1 minute. While charmed in this way, a creature is incapacitated and has a speed of 0.
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Ethereal Shift. Azura and up to three creatures of her choice within 60 feet of her shift to the Ethereal Plane. They remain there until initiative count 20 on the next round, when they return to the Material Plane in the same locations.
These regional effects fade over the course of 1d10 days once Azura Nyx is defeated.
Previous Versions
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7/27/2024 2:55:39 AM
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Coming Soon
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