Master of the Tides: Azarion can control water at will, allowing him to reshape terrain in coastal or underwater environments. Difficult terrain caused by water doesn’t affect him or creatures he chooses.
Stormcaller: When Azarion enters combat, the area within a 60-foot radius becomes stormy (if outdoors or near a large water source). The storm grants disadvantage on ranged weapon attacks and allows Poseidon to deal additional lightning or thunder damage.
Aquatic Sovereign: Azarion can breathe both air and water. He has a swim speed of 80 feet.
God of Mounting Waves: If Azarion is in contact with water, he regenerates 10 HP at the start of each of his turns.
Multiattack: Azarion makes three attacks: one with his Trident of the Deep and two with Hydro Strike.
Trident of the Deep (Melee Weapon Attack): +10 to hit, reach 10 ft., one target.
- Hit: 18 (2d10+6) piercing damage plus 10 (2d10) cold or lightning damage (Azarion's choice). If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed 10 feet away.
Hydro Strike (Ranged Spell Attack): +9 to hit, range 60 ft., one target.
- Hit: 16 (2d8+6) bludgeoning damage plus 6 (1d10) cold damage. If the target is submerged in water, it has disadvantage on the saving throw.
Wrath of the Waves (Recharge 5-6): Azarion summons a crashing wave in a 30-foot cone.
- Each creature in the area must make a DC 17 Strength saving throw or take 30 (6d10) bludgeoning damage and be knocked prone. A successful save halves the damage and prevents the knockdown.
Tidal Shift (Recharge 4-6): Azarion instantly moves up to 40 feet in any direction through water without provoking opportunity attacks..
Rebounding Surge: If Azarion is hit with a melee attack while standing in water, he can use his reaction to cause a burst of energy. The attacker must make a DC 15 Strength save or be pushed back 10 feet.
Azarion can take three 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. He regains spent legendary actions at the start of his turn.
- Summon Water Elemental (Costs 2 Actions): Azarion conjures a lesser elemental servant for 1 minute. The elemental obeys him but disappears when reduced to 0 HP.
- Lightning Surge: Azarion releases a jolt of electricity at a creature within 30 feet. The target must make a DC 15 Constitution saving throw, taking 18 (4d8) lightning damage on a failed save or half on a success.
- Wave Form: Azarion transforms into a crashing wave, moves up to 30 feet through creatures, and reforms at the end of the movement. Creatures he passes through must make a DC 16 Strength save or take 12 (3d6) bludgeoning damage and be knocked prone.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Azarion is an imposing figure, a towering humanoid with a beard of flowing water and glowing blue eyes. His body is adorned with barnacle-covered plate armor, and he wields an ornate trident crackling with sea-born power. He is a force of nature, unpredictable like the tides—sometimes benevolent, sometimes wrathful.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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