Large unknown (Angel, Archfey, Demon, Fiend), Lawful Neutral
Armor Class 24
Hit Points 520 (25d12 + 225)
Speed
STR
26 (+8)
DEX
22 (+6)
CON
28 (+9)
INT
20 (+5)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws STR +16, DEX +14, WIS +14, CHA +16
Damage Resistances Fire, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Magic Weapons; Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Force, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Stunned
Senses Passive Perception 23
Languages Celestial, Abyssal, Common, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

There Will Always Be... And Not Exist

If Auriel-Azrael Solmira is reduced to 0 hit points, his body crumbles into radiant starlight and shadowed mist, dissipating into the cosmic void. However, he will inevitably reform, depending on where he was defeated:

  • If defeated within his lair (The Throne of Equilibrium): Auriel-Azrael reforms in 7 days, fully restored to his original power.
  • If defeated outside his lair: Auriel-Azrael’s essence is pulled back into the Throne of Equilibrium, where it slowly gathers strength. He will be reborn in his lair after 1d12 months.


    As Auriel-Azrael falls, the final blow shatters his physical form into countless motes of golden starlight and black shadow. The swirling remnants begin to spiral upwards, merging into the cosmic vortex above. A deep, echoing voice resounds through the void:

    "You cannot destroy that which brings balance. For there will always be... and not exist."

Actions

Multiattack

Auriel-Azrael makes three attacks: two with the Eclipseblade and one Eclipse Surge.

Eclipseblade (Melee Weapon Attack)

  • Attack: +15 to hit, reach 10 ft., one target
  • Hit:Attack: 6D8+8 radiant or necrotic damage (Auriel-Azrael’s choice). If a target is a fiend, undead, or celestial, it takes an additional 20 radiant or necrotic damage.

Eclipse Surge (Recharge 5-6)

Auriel-Azrael channels cosmic energy through its greatsword, releasing a wave of destruction. Each creature in a 60-foot cone must make a DC 21 Dexterity saving throw, taking 16D8 radiant and necrotic damage on a failed save, or half as much on a success.

Bonus Actions

Celestial Reposition (Recharge 4-6)
Auriel-Azrael beats its wings, allowing it to move with otherworldly grace.

  • Effect: Auriel-Azrael teleports up to 30 feet to an unoccupied space it can see, leaving behind a lingering zone of energy.
    • The zone is a 10-foot radius sphere centered on its previous position. Until the start of its next turn, creatures entering the zone must make a DC 21 Dexterity saving throw or take 20 radiant or necrotic damage (Auriel’s choice) as remnants of celestial or abyssal energy tear at their form.
Reactions

Judgment of the Void and Flame

Auriel-Azrael calls upon the forces of creation and ruin. Creatures within 30 feet must make a DC 21 Constitution saving throw. On a failure:

  • Celestial or Good-Aligned Creatures take 30 necrotic damage.
  • Fiendish or Evil-Aligned Creatures take 30 radiant damage.
  • Neutral or mortal creatures take 15 radiant and 15 necrotic damage.
Legendary Actions

Auriel-Azrael can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action can be used at a time, and only at the end of another creature’s turn.

  1. Eclipseblade Strike (Costs 1 Action): Auriel-Azrael makes a single Eclipseblade attack.
  2. Wingbeat (Costs 2 Actions): Auriel-Azrael beats its six wings, forcing creatures within 20 feet to make a DC 21 Strength saving throw or be knocked prone and pushed back 10 feet.
  3. Balance Shift (Costs 3 Actions): Auriel-Azrael chooses one creature within 60 feet. The target must succeed on a DC 21 Wisdom saving throw or suffer Disadvantage on attack rolls and saving throws for 1 minute.
Mythic Actions

Mythic Phase: The Final Eclipse

When Auriel-Azrael reaches 0 HP, its celestial core explodes, and it enters its Mythic Phase instead of dying. The Eclipseblade now pulses with chaotic energy, and Auriel-Azrael regains 250 HP.

Mythic Traits

  • Final Eclipse Aura: At the start of each of Auriel-Azrael’s turns, creatures within 30 feet take 10 radiant and 10 necrotic damage automatically.
  • Eclipseblade, Mythic Form: Deals 8d8 radiant and necrotic damage.

    Mythic Actions

    Auriel-Azrael gains 2 additional Legendary Actions during its Mythic Phase:

    1. Judgment Nova (Costs 2 Actions): Auriel-Azrael detonates celestial power. All creatures within 40 feet must make a DC 22 Constitution saving throw, taking 40 radiant or necrotic damage on a failed save (Auriel’s choice).
    2. Rebalance Reality (Costs 3 Actions): Auriel-Azrael casts Mass Heal or Power Word Kill (once per Mythic Phase).

Description

Auriel-Azrael Solmira is an ancient, dual-aspected entity forged in the heart of creation’s first war. Known as the Angel of Equilibrium, it serves as the ultimate arbiter of cosmic balance—both a bringer of destruction and renewal. Its radiant presence blazes across the multiverse when the scales of creation tilt too far. Legends say its six wings symbolize War, Flame, Shadow, and Creation, while its Eclipseblade judges mortals, fiends, and celestials alike.

Lair and Lair Actions

The Throne of Equilibrium is a cosmic battlefield that defies mortal comprehension:

  • Celestial Skies: Above stretches an endless star-strewn void, dominated by burning suns, dying stars, and spiraling galaxies. Cracks of radiant light clash against swirling void storms, illuminating the battlefield with golden and crimson hues.
  • Aetherial Floor: The ground appears like a mirror reflecting the heavens, shimmering with radiant starlight and shadowy fissures that pulse with abyssal energy. Stepping on the fissures emits shadowy tendrils that threaten to pull creatures into the void.
  • Throne of Balance: At the center of the lair floats an enormous monolithic throne—half radiant gold and half dark obsidian. It crackles with celestial energy and hovers over an abyssal tear where creation and destruction meld into one swirling vortex.

Lair Actions

If fought in its divine domain, Auriel-Azrael can take lair actions on initiative count 20 (losing ties):

  1. Cosmic Storm: Void energy rains down in a 40-ft. radius, forcing all creatures to make a DC 21 Dexterity save or take 20 radiant or necrotic damage.
  2. Divine Rejuvenation: Auriel-Azrael regains 50 HP.
  3. Gravity Shift: The battlefield shifts. All creatures must succeed a DC 21 Strength save or be pulled 15 ft. toward Auriel-Azrael.

Regional Effects

The Throne of Equilibrium alters the surrounding environment, creating effects that reflect Auriel-Azrael’s celestial and abyssal nature. The following effects occur within 10 miles of the lair:

  1. Cosmic Skies: The sky above the region shifts into a surreal cosmic display of radiant light and shadowed void. Creatures within the area cannot hide from divination magic, as Auriel-Azrael’s gaze pierces all illusions and obscurity.
  2. Gravity Flux: The ground and air ripple with waves of unstable gravity. Creatures attempting to fly or move more than 30 feet in a turn must succeed on a DC 18 Strength saving throw or fall prone.
  3. Aura of Despair and Awe: All creatures who finish a long rest within the region must succeed on a DC 18 Wisdom saving throw or gain the Frightened condition for 1 hour as they are overwhelmed by the weight of Auriel-Azrael’s presence.
  4. Balance’s Whisper: When a creature dies within the region, their soul lingers for a moment as a shimmering light or shadow before fading into the Throne’s vortex. Resurrection magic is weakened, requiring a DC 20 Arcana check to succeed.

Monster Tags: DemonAngelfiendfey

Valerous

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