Medium Humanoid (Tiefling), Lawful Evil
Armor Class 23 natural armor
Hit Points 375 (30d10 + 210)
Speed 40 ft., Fly 90 ft.
STR
22 (+6)
DEX
16 (+3)
CON
24 (+7)
INT
26 (+8)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws CON +15, INT +16, WIS +13, CHA +16
Skills Arcana +15, Deception +15, History +15, Insight +12, Medicine +12, Perception +12, Persuasion +15, Religion +15
Damage Resistances Necrotic
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 22
Languages Abyssal, Celestial, Common, Deep Speech, Draconic, Giant, Infernal, Undercommon
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Magic Resistance. Azrael has advantage on saving throws against spells and other magical effects.

Magic Weapons. Azrael’s weapon attacks are magical.

Necrotic Fire of Hell. Whenever Azrael rolls a 1 on a damage die which either deals fire or necrotic damage, he can reroll the damage die, but has to use the new roll.

Aura of Malevolence. Any hostile creature that starts its turn within 30 feet of Azrael must succeed on a DC 23 Charisma saving throw or be frightened until the end of its next turn. Creatures that succeed on this saving throw are immune to the aura for 24 hours.

Fiendish Wings. Azrael’s wings allow him to hover in place and grant advantage on saving throws against effects that would knock him prone and disadvantage on opportunity attacks made against him while flying.

Innate Spellcasting (Tiefling Heritage).

Azrael’s innate spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components:

 

Spellcasting (Draconic and Fiendish Mastery).

Azrael is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): Hellfire, Mage Hand, Minor Illusion, Prestidigitation, Fire Bolt
1st level (4 slots): Shield, Hell's Lash, Detect Magic
2nd level (3 slots): Infernal Challenge, Misty Step
3rd level (3 slots): Counterspell, Dispel Magic, Mote of Hell
4th level (3 slots): Greater Invisibility, Maligned Weapon, Aura of Desecration
5th level (2 slots): Wall of Force, Hold Monster
6th level (2 slots): Disintegrate, Globe of Invulnerability
7th level (2 slots): Fire Storm, Finger of Death
8th level (1 slot): Power Word Stun
9th level (1 slot): Power Word Kill

Actions

Multiattack. Azrael makes three attacks: one with his tail and two with his claws or his Infernal Scythe.

Infernal Scythe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 24 (4d8 + 6) slashing damage plus 11 (2d10) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 18 (2d10 + 6) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage.

Breath of Malevolence (Recharge 5–6). Azrael exhales a blast of fiendish energy in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save or half as much on a success.

Legendary Actions

Azrael 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. Azrael regains spent legendary actions at the start of his turn.

Tail Swipe. Azrael makes one tail attack.

Hellfire Spell (Costs 2 Actions). Azrael casts a spell of 5th level or lower from his prepared list.

Malevolent Glare (Costs 3 Actions). Azrael targets one creature he can see within 60 feet. The target must succeed on a DC 23 Charisma saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

Azrael, Son of Tiamat: The Draconic Prince of Fiends

Azrael, the beloved son of Tiamat, is the embodiment of devilish charm and draconic power, an entity of paradoxical allure and terror. With his lithe, youthful appearance and the radiant beauty of his tiefling heritage, Azrael is often mistaken for a benevolent noble. His delicate features, glowing jade eyes, and flowing red hair make him seem angelic, but behind his disarming smile lies a mind as sharp as his infernal scythe. His graceful demeanor masks a ruthless, calculating nature.

Azrael is lawful evil, embodying the cunning, manipulative tendencies of a devil while maintaining an unwavering loyalty to his mother, Tiamat. He considers himself not only her devoted son but also her chosen prophet. His life’s purpose is singular: to bring his mother back to the Material Plane and restore her rule over mortals and dragons alike. He sees the Material Plane as a realm in chaos, unworthy of its current stewards, and seeks to “restore order” under Tiamat’s draconic tyranny.

Appearance and Persona

Despite his heritage, Azrael looks deceptively innocent, often appearing as a charming youth no older than 20. His youthful appearance is paired with a soft-spoken yet commanding voice that draws others in. Behind this facade is a master manipulator who uses every ounce of his charm and intellect to advance his plans. His beauty is matched by a cold, calculating demeanor, capable of inspiring fierce loyalty in allies and trembling obedience in enemies.

Azrael’s black-scaled wings are a testament to his divine draconic heritage, while his fiendish tail flicks with an ever-present menace. His ornate robes are woven with dragon motifs, and his crown-like horns add to his regal presence. He carries himself with the confidence of a ruler, knowing that few can resist his will.

Ambitions and Tactics

Azrael’s grand design revolves around Tiamat’s return. To achieve this, he employs a variety of strategies:

  • Commanding Armies: Azrael wields authority over dragons and fiends loyal to his mother, forming vast armies capable of laying waste to cities and subjugating entire regions. His charisma ensures unwavering devotion from his forces.
  • Diplomatic Manipulation: Fluent in many languages (Common, Draconic, Infernal, Abyssal, Giant, Deep Speech, and more), Azrael uses his linguistic prowess to forge alliances—or manipulate, threaten, and break his enemies. He is unafraid to negotiate with aberrations such as mind flayers or elder entities, crafting deals that serve his greater goals.
  • Necromantic Expeditions: To bolster his forces, Azrael collects the dead to raise as undead thralls. This practice, while loathed by some of his allies, is a pragmatic means of increasing his military might. He often targets mass graves, battlefields, and ancient crypts for his macabre harvests.
  • Terrorizing Giants: Azrael sees giants as potential rivals or allies. With his draconic armies and fiendish might, he forces them into submission, turning their strength to his cause.

Personality and Alignment

Azrael operates with a strict code of conduct, respecting loyalty and ambition while punishing betrayal with ruthless efficiency. His alignment, Lawful Evil, reflects his belief in hierarchy and order—but only under his and Tiamat’s control. He despises chaos unless it is part of a calculated strategy to destabilize his enemies.

While his methods are often brutal, Azrael believes he is serving a noble cause. He sees himself as an arbiter of justice, believing that Tiamat’s dominion is the rightful order of the world. His devotion to his mother is unshakeable, and he would gladly sacrifice himself if it ensured her triumph.

Relations with Other Beings

Azrael’s silver tongue and tactical brilliance make him a dangerous player in the multiverse. He is skilled at forging alliances and leveraging the ambitions of others for his own ends:

  • Dragons and Fiends: Azrael’s status as Tiamat’s son gives him authority over her followers. Many dragons and fiends revere him as their prince, willing to die for his commands.
  • Mind Flayers and Aberrations: Azrael sees the alien ambitions of aberrations as useful tools. His mastery of Deep Speech allows him to negotiate, manipulate, or coerce these entities into serving his plans.
  • Giants: Using his draconic forces, Azrael coerces giants into submission. Some may begrudgingly serve him, fearing the combined might of his forces.
  • Mortals: With his charm and charisma, Azrael easily infiltrates mortal societies, spreading his influence through diplomacy, fear, or outright conquest. He excels at finding weaknesses in mortal rulers and exploiting them to further his goals.

Celestial Knowledge and Deception

Azrael speaks Celestial fluently, not out of reverence but as a calculated defense mechanism. He has studied celestial customs, philosophies, and communication styles to better position himself against divine forces. Should he ever encounter angels, archons, or Bahamut’s emissaries, Azrael can leverage this knowledge to sow confusion, craft lies, or even pose as an ally. His silver tongue and deep understanding of celestial ideals make him uniquely dangerous to celestial beings who underestimate him.

Fear of Bahamut

Despite his supreme confidence and formidable power, Azrael holds a healthy respect for Bahamut’s might. While he despises the Platinum Dragon, he is not foolish enough to underestimate him. This fear drives Azrael’s meticulous planning and his need to amass overwhelming forces of dragons, fiends, and undead. Bahamut represents a moral and physical counterweight to Azrael’s chaotic aspirations, and Azrael’s fear manifests as a relentless paranoia to ensure no divine intervention derails his plans.

By mastering Celestial, Azrael positions himself not only as a capable deceiver but also as a figure who can stand toe-to-toe with divine beings, ready to manipulate or counter them if they dare to interfere with his designs. This adds an extra layer of complexity to his character, showing the depths of his cunning and the careful preparation he employs in his quest for ultimate power.

Azrael’s Role in a Campaign

As a CR 25 legendary creature, Azrael is a campaign-defining antagonist, capable of testing the limits of even the most powerful adventurers. He can serve as:

  1. The Charismatic Villain: Azrael’s charm and cunning make him a villain players might hesitate to kill. He could offer alliances, negotiate terms, or even present himself as a misunderstood revolutionary.
  2. The Strategic Conqueror: Azrael’s ability to raise undead, command armies, and manipulate powerful factions makes him a global threat. Players may need to sabotage his supply lines, disrupt his alliances, or face his armies head-on.
  3. The Devoted Son: Azrael’s ultimate goal—to bring Tiamat into the Material Plane—sets him on a collision course with adventurers. Players might have to thwart his rituals, confront his draconic generals, or fight him to the death to stop Tiamat’s return.

Azrael is more than a combat challenge; he’s a mastermind whose plans ripple across the world, offering countless opportunities for intrigue, diplomacy, and epic battles.

Monster Tags: NPCCult of the Dragonfiendhumanoid

Pietzeps

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