Medium Undead, Lawful Evil
Armor Class 17 Natural Armor
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +10, INT +12, WIS +9
Skills Arcana +18, History +18, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120, Passive Perception 19
Languages Abyssal, Common, Draconic, Elvish Common, Draconic, Elvish, Abyssal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Rejuvenation: If Azrak's phylactery is not destroyed within 1d10 days of his death, his body reforms, regaining all his hit points.

Turn Resistance: Azrak has advantage on saving throws against any effect that turns undead.

Spellcasting: Azrak is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Azrak has the following wizard spells prepared:

  • Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost, Shocking Grasp

  • 1st level (4 slots): Magic Missile, Shield, Thunderwave

  • 2nd level (3 slots): Detect Thoughts, Invisibility, Mirror Image

  • 3rd level (3 slots): Counterspell, Dispel Magic, Fireball

  • 4th level (3 slots): Blight, Dimension Door

  • 5th level (3 slots): Cloudkill, Scrying

  • 6th level (1 slot): Disintegrate, Globe of Invulnerability

  • 7th level (1 slot): Finger of Death, Plane Shift

  • 8th level (1 slot): Dominate Monster, Power Word Stun

  • 9th level (1 slot): Power Word Kill

Actions

 

  • Paralyzing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 17 (3d6 + 7) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Frightening Gaze (Recharge 5–6): Azrak fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Azrak is within line of sight, ending the effect on itself on a success.

 

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Actions: Azrak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and it can only be used at the end of another creature’s turn. Azrak regains spent legendary actions at the start of his turn.

  • Cantrip: Azrak casts a cantrip.

  • Paralyzing Touch (Costs 2 Actions): Azrak uses his Paralyzing Touch.

  • Frightening Gaze (Costs 2 Actions): Azrak uses his Frightening Gaze.

 
Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

 

  • Appearance: Azrak’s skeletal form is draped in tattered, ornate robes. His eye sockets glow with an eerie light, and a palpable aura of malevolence surrounds him.

  • Personality: Driven by an insatiable thirst for power and forbidden knowledge, Azrak is a malevolent and cunning adversary. His strategic mind and mastery of dark magic make him a formidable foe.

 

Lair and Lair Actions

Azrak’s lair is a dark and foreboding place filled with ancient magic and malevolent energy. The environment itself acts as an extension of Azrak’s will, allowing him to exert additional influence and control over those who dare to enter.

Lair Traits:

  • Malevolent Presence: The lair is imbued with Azrak’s malevolent energy, creating an atmosphere of fear and dread. All creatures within the lair have disadvantage on saving throws against being frightened.

  • Dark Magic: The walls and floors of the lair are etched with arcane runes that pulse with dark magic. These runes can animate to attack intruders or form barriers that impede movement.

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

  1. Dark Grasp: Shadowy tendrils emerge from the walls and floor, attempting to grapple and restrain intruders. Each creature of Azrak’s choice within 20 feet of a wall must succeed on a DC 18 Strength saving throw or be restrained until the start of the next lair action.

  2. Eldritch Fog: A thick, magical fog fills a 20-foot radius centered on a point Azrak can see within 60 feet of him. The fog lasts until the start of the next lair action. The area is heavily obscured, and creatures within it have disadvantage on saving throws.

  3. Malevolent Whisper: Azrak utters an incantation, causing whispers of dark magic to fill the air. Each creature of Azrak’s choice within 30 feet of him must succeed on a DC 18 Wisdom saving throw or be charmed or frightened (Azrak’s choice) until the start of the next lair action.

 
Khaos87NC63923

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