Aura of Justice and Protection.
Friendly creatures within 60 feet of Azura gain the following benefits:
- Immunity to fear and charm.
- Resistance to all damage.
- At the start of their turns, they regain 20 hit points.
Dual Nature (Angelic and Demonic).
Azura counts as both a fiend and a celestial for the purposes of spells, abilities, and effects. She can suppress her demonic or angelic aspects as a bonus action, granting immunity to effects targeting one of those creature types.
Magic Resistance.
Azura has advantage on saving throws against spells and other magical effects.
Legendary Resistance (5/Day).
If Azura fails a saving throw, she can choose to succeed instead.
Regeneration.
Azura regains 50 hit points at the start of her turn if she has at least 1 hit point.
Magic Weapons.
Azura’s weapon attacks are magical.
Multiattack.
Azura makes four melee attacks or uses her Infernal Light ability twice.
Tail Slash. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 45 (8d8 + 10) slashing damage. If the target is a creature, it must succeed on a DC 26 Constitution saving throw or take 22 (4d10) necrotic damage at the start of its next turn.
Wings of Judgment.
All creatures within 30 feet of Azura must make a DC 26 Dexterity saving throw as her wings flare with divine and infernal power. On a failure, creatures take 60 10d10 radiant or necrotic damage (Azura’s choice) and are knocked prone. On a success, they take half damage and are not knocked prone.
Infernal Light (Recharge 5–6).
Azura releases a beam of radiant and necrotic energy in a 90-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 88 16d10 radiant or necrotic damage (Azura’s choice) on a failed save, or half as much damage on a successful one.
Call of Beellatoria (1/Day).
Azura summons 4d6 loyal celestial or fiendish creatures (CR 10 or lower). They obey her commands and remain for 1 hour, until Azura dismisses them, or until they drop to 0 hit points.
Step of Shadows.
Azura can use the Dash or Disengage action. When she does, she becomes invisible until the start of her next turn or until she attacks.
Flurry of Strikes.
Azura makes two unarmed strikes or tail attacks as a bonus action. Each strike deals an additional 10 3d6 radiant or necrotic damage (Azura’s choice).
Quickened Ki Pulse.
Azura releases a burst of energy in a 15-foot radius. All hostile creatures in the area must succeed on a DC 26 Constitution saving throw or take 22 4d10 radiant or necrotic damage (Azura’s choice) and be pushed 10 feet away. Friendly creatures regain 10 hit points instead.
Healing Meditation.
Azura focuses her energies to heal herself. She regains 40 hit points and removes one condition currently affecting her (blindness, deafness, paralysis, or poison).
Deflect Attack.
When Azura is hit by a ranged weapon attack, she can use her reaction to reduce the damage by 25 (5d10). If she reduces the damage to 0, she can catch the projectile and immediately throw it back as part of the same reaction. Make a ranged attack using +18 to hit, dealing 22 4d10 damage of the projectile's type.
Counterstrike.
When a creature within 5 feet misses Azura with a melee attack, she can use her reaction to make an unarmed strike or tail attack against the attacker.
Ethereal Dodge.
When Azura is targeted by an attack or a spell requiring a saving throw, she can teleport up to 30 feet to an unoccupied space she can see, avoiding the attack or spell entirely.
Rebuke the Wicked.
When Azura is damaged by a melee attack, the attacker must succeed on a DC 26 Wisdom saving throw or take 36 8d8 radiant or necrotic damage (Azura’s choice) as her aura flares with divine retribution.
Azura 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. Azura regains spent legendary actions at the start of her turn.
Tail Strike. Azura makes a Tail Slash attack.
Blazing Wings (Costs 2 Actions). Azura beats her wings, causing all creatures within 15 feet to make a DC 26 Strength saving throw or take 36 (8d8) force damage and be pushed back 20 feet.
Reality Rend (Costs 3 Actions). Azura creates a 30-foot radius distortion centered on herself. All hostile creatures in the area take 45 (10d8) force damage and must make a DC 26 Wisdom saving throw or become frightened for 1 minute.
Lair and Lair Actions
Azura's lair in Beellatoria grants her additional power. On initiative count 20 (losing ties), Azura can use one of the following lair actions:
- Empowered Allies. Friendly creatures regain 30 hit points and gain advantage on attack rolls until the start of Azura’s next turn.
- Wrathful Terrain. Azura shapes the battlefield, creating difficult terrain within 120 feet. Hostile creatures in the area must succeed on a DC 26 Dexterity saving throw or take 22 4d10 radiant or necrotic damage.
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