Medium Humanoid, Chaotic Neutral
AC 18 Abyssal Ward    Initiative +5 (15)
HP 247 (26d8 + 130)
Speed 30 ft., Fly 60 ft. hover
Mod Save
STR 10 +0 +0
DEX 18 +4 +10
CON 20 +5 +11
Mod Save
INT 16 +3 +3
WIS 14 +2 +2
CHA 26 +8 +14
Skills Arcana +10, Deception +15, Intimidation +15, Perception +9
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks not made with Cold Iron Weapons, Force, Necrotic
Immunities Charmed, Frightened
Senses Blindsight 10, Darkvision 120 ft.; Passive Perception 19
Languages All, Common Sign Language, Telepathy 120
CR 18 (XP 20,000; PB +6)
Traits

Wild Magic Absorption. Azura's unstable magic aggressively feeds on arcane energy. Azura is immune to all damage from spells, magical effects, and magical weapons (unless the weapon or ammunition is made of Cold Iron). Whenever Azura is subjected to a spell, magical effect, or magical weapon attack that would deal damage, she takes no damage and instead regains a number of hit points equal to the damage rolled. If a spell or magical effect attempts to impose a condition on her without dealing damage, the effect fails entirely, and she regains 30 hit points.

Cold Iron Allergy. Cold Iron is absolute poison to Azura's wild magic. If Azura takes damage from a Cold Iron weapon, she has vulnerability to that damage. Additionally, her Wild Magic Absorption trait is instantly disabled, her flying speed is reduced to 0, and she cannot use her Unbound Wild Magic action until the end of her next turn.

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

Actions

Multiattack. Azura makes two Void Flare attacks. She can substitute one of these attacks with a use of her Unbound Wild Magic.

Void Flare. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 17 (2d8 + 8) force damage plus 4 (1d8) necrotic damage. If Azura rolls an 18, 19, or 20 on the d20 for this attack, a localized wild magic surge detonates on the target; the target and every creature within 10 feet of it must make a DC 23 Dexterity saving throw or take an additional 9 (2d8) force damage.

Unbound Wild Magic. Azura releases a flood of unchecked arcane power. Roll a d8 to determine the magical anomaly that occurs:

  1. Gravity Fracture: The spatial rules shatter. A 40-foot-radius, 40-foot-high cylinder of reverse gravity appears centered on Azura. All creatures and objects in the area fall upward and reach the top of the cylinder. This effect lasts until initiative count 20 of the next round.

  2. Temporal Stutter: Time dilates around Azura. All hostile creatures within 60 feet must succeed on a DC 23 Wisdom saving throw. On a failure, the creature's speed is halved, and it cannot take reactions until the end of its next turn.

  3. Magic Siphon: Azura's aura aggressively devours local magic. One creature of Azura's choice within 60 feet must succeed on a DC 23 Charisma saving throw. On a failure, the creature loses its highest-level available spell slot (or 1d3 ki points/sorcery points), and Azura gains 20 Temporary Hit Points.

  4. Synaptic Feedback: Psychic static floods the battlefield. Each creature within 60 feet of Azura must make a DC 23 Intelligence saving throw. On a failure, it takes 21 (6d6) psychic damage and has disadvantage on all attack rolls until the end of its next turn. On a success, it takes half damage and suffers no disadvantage.

  5. Abyssal Transposition: The positions of reality scramble. Azura forces every hostile creature within 60 feet to make a DC 23 Charisma saving throw. Anyone who fails is instantly teleported to another unoccupied space of Azura's choice within 60 feet.

  6. Crown of the Void: Four star-like motes of black light appear orbiting Azura. Until they are depleted, she can use a Bonus Action to launch one mote at a target within 120 feet (+15 to hit), dealing 19 (2d10 + 8) force damage.

  7. Null Zone: A 30-foot-radius aura of pure magical silence surrounds Azura until the start of her next turn. No spells can be cast within, into, or out of this aura (functioning as an Antimagic Field), though it does not suppress Azura's own traits.

  8. Catastrophic Detonation: Pure chaotic energy explodes from her. Every creature within 30 feet of Azura must make a DC 23 Dexterity saving throw, taking 22 (4d10) force damage and 22 (4d10) necrotic damage on a failed save, or half as much on a successful one.

Bonus Actions

Unstable Shift. Azura magically teleports up to 60 feet to an unoccupied space she can see. When she does, she leaves behind a volatile tear in reality. Any creature within 5 feet of the space she left takes 4 (1d8) force damage.

Reactions

Chaotic Rebound. Trigger: A creature misses Azura with a weapon attack. Effect: Azura forces the wild magic around her to snap back like a rubber band. The attacker must make a DC 23 Dexterity saving throw. On a failure, the attacker takes 9 (2d8) force damage and is pushed 10 feet directly away from Azura.

Legendary Actions

Azura can take 2 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. Azura regains spent legendary actions at the start of her turn.

Void Flare. Azura makes one Void Flare attack.

Reposition. Azura uses Unstable Shift or flies up to her speed without provoking opportunity attacks.

Erupt (Costs 2 Actions). Azura uses her Unbound Wild Magic action.

Description

 

 
Nerdhalla

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