Legendary resistance (3/day): If Adriel fails a saving throw, she can choose to succeed instead.
Magic resistance: Adriel has advantage on saving throws against spells and other magic effects.
Siege monster: Adriel deals double damage to buildings and objects
God slayer: Adriel deals an additional 60 (10d10) necrotic damage when attacking a paladin or cleric
Spellcasting: Adriel's spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). Adriel has the following spells prepared:
Cantrips (at will): Light, Message, Minor illusion, Poison spray, Ray of Frost, True strike
1st level (10 slots): Burning hands, Chromatic orb, Detect Magic, Disguise self, Expeditious retreat, False life, Feather fall, Identify
2nd level (10 slots): Crown of madness, Detect thoughts, Enlarge/reduce, Hold person, Knock, Scorching ray, Suggestion
3rd level (8 slots): Counterspell, Fireball, Haste, Remove curse, Slow, Vampiric touch
4th level (8 slots): Banishment, Confusion, Dimension door, Greater invisibility, Locate Creature, Stone Shape, Wall of fire
5th level (6 slots): Dominate person, Hold monster, Scrying
6th level (6 slots): Disintegrate, Mass suggestion, True seeing
7th level (4 slots): Forcecage, Planeshift, Prismatic spray, Reverse gravity, Teleport
8th level (4 slots): Clone, Control Weather, Dominate Monster, Feeblemind, Incendiary cloud, Mind Blank
9th level (2 slots): Foresight, Imprisonment, Meteor Swarm, Prismatic wall, Time Stop, Weird
Multiattack: Adriel can make five attacks on her turn: three with her axe, one with her bow and cast one spell.
Axe of destruction: Melee weapon attack: +19 to hit, reach 10 ft., one target. Hit: 49 (5d12 + 14) slashing damage. An attack made with this weapon against a structure or object is an automatic critical hit.
Adriel's bow: Ranged Weapon Attack: +18 to hit, range 300/1200 ft., one target. Hit: 67 (7d12 + 18) piercing damage. The target must then make a wisdom saving throw (DC 23) or become frightened of Adriel, this effect lasts for 1 minute. The target can repeat the saving throw at the start of their turn.
Adriel gets three legendary actions per round, choosing from the available options below. She can only use one at a time and can only use them at the end of another players turn.
Attack: Adriel can make one attack with her axe.
Bow shot (Costs 2 actions): Adriel can fire a shot from her bow
Cast spell (costs 2 actions): Adriel can cast one spell from her available spells
Invoke Asmodeus (Costs 3 actions): The floor around Adriel erupts with the fires of the nine hells. All creatures within 50 horizontal feet of Adriel within 10 feet of the ground must make a dexterity saving throw, suffering 72 (12d10) fire damage on a failed save and half as much on a successful one. The ground in this area is considered difficult terrain until the start of Adriel's next turn.
Description
Adriel the God slayer started life as two separate beings. She lost all she had to the various actions of the of the Gods. This caused her over time to turn on the Gods and those who believed in her. Adriel turned to the hells to attempt to seek retribution over the worlds God's. She forced her way through the planes of hell and eventually encountered Asmodeus, lord of the nine hells. Asmodeus was impressed by the strength of the woman and used his powers to fuse her soul with that of an arch-devil. She then returned to the world and built a powerful cult which stood against the rule of gods and the influence of religion. The fusion caused her to gain magical abilities and when her human forms suffers enough damage the devil in her soul emerges and she transforms into her more powerful state.
Just one little thing: A vorpal Greatsword Is magical, and counts as a magical attack. If you hit a nat 20 with the vorpal greatsword, Adriel drops dead, beheaded, immediately.
gemme one of those asap
Anything that has legendary actions is immune to that effect I believe