| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +9 |
| DEX | 16 | +3 | +3 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +8 |
| WIS | 16 | +3 | +3 |
| CHA | 12 | +1 | +1 |
Legendary Resistance (1/Day). If Azreal fails a saving throw, he can choose to succeed instead.
Unbreakable. Enemies are unable to see whether Azreal is bloodied or severely wounded. They must make a Insight check (DC: 16) to determine this.
Bleeding Effect. Azreal is can inflict this effect on someone whenever he uses a blood based attack (blood infused weapon, blood spell, or blood weapon) on someone and it hits. If a creature is inflicted with this effect, they take 1d4 bleeding damage at the start of their turn. This effect is stackable which adds another 1d4 to the damage previously stated. As a reaction, Azreal can use the blood, from someone who has this effect, to boost his damage output, boost his AC, or to heal himself for (the entire stack). This effect can get removed if you either do a Constitution Saving Throw (DC 18) at the beginning of your turn (after taking the bleeding damage), use a bonus action to remove it, get healed, or Azreal uses your blood to do what was previously stated. If you choose to do the saving throw at the beginning of your turn, you cannot use your bonus action to remove the effect in the same turn (even if you failed the check).
Blood Magic Boon. Once per turn, Azreal can increase the damage dealt by a blood infused weapon, blood spell, or blood weapon by 1d10 but he has to take that same damage. If a creature has the bleeding effect within 60 ft of Azreal, he can use their blood to increase his damage by 1d6 instead and the blood effect is removed from the creature he took the blood from. If Azreal takes blood from 3 or more creatures, the die increases to 2d8 instead.
Blood Fortification. Azreal can fortify his body with blood to increase his AC by 2 but will need to make a Wisdom Saving Throw (DC 16) or take 1d6 damage in doing so unless he takes blood from anyone with the bleeding effect. This effect lasts 2 turns or until he gets hit by an attack. When the fortification breaks, Azreal will take 1d6 piercing damage.
Improved Action Surge. On his turn, Azreal can take an additional action, including the magic action. He can only do this once.
Indomitable. Azreal can reroll a saving throw that he fails. If he does so, he must use the new roll. He can use this feature 2 times.
Ring of Spell Turning. While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a natural 20 for the save, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Spellcasting. Azreal's spellcasting ability is Intelligence (spell save DC: 16, +8 to hit with spell attacks). Azreal can innately cast the following spells, requiring no material components:
At will: eldritch blast (11th level), thorn whip (11th level), ice knife
3/day: fireball
All of Azreal's spells are made out of blood. Any magical damage (other than force and psychic damage) is changed to necrotic damage.
Multi Attack. Azreal makes three Warhammer attacks whenever he takes the Attack Action.
Warhammer Attack. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 9 (1d10 + 4) Bludgeoning Damage.
Hour of Reaping. As an action, anyone within 30 ft. of Azreal that can see him must succeed on a WIS saving throw (DC 16) or be frightened of Azreal until the end of Azreal’s next turn. They also get the bleeding effect on them and their movement speed is reduced to 0 ft on a failed save. If the target succeed a save, they get advantage the next time they are hit with this ability.
Blood Hold. As a action, Azreal can use this on someone who has blood of any kind within 60 ft of him and they have to make a Constitution Saving Throw (DC 18). On a fail, Azreal is able to control the target’s blood and do one of these three things: send the target up 30 ft, slam the target into the ground dealing 2d10 bludgeoning damage, or send the target 15 ft in a direction. If the target smashes into another person when thrown 15 ft, they both take 1d10 bludgeoning damage.
Dragon's Breath. As a action, Azreal can use his breath weapon, each creature in the area of the exhalation must make a Dexterity Saving Throw (DC 16). A creature takes 3d10 necrotic damage on a failed save, and half as much damage on a successful one. Azreal can attack in either a 5 by 30 ft. line or a 15 ft. cone. He can use this to an amount equal to his proficiency bonus.
Blood Infusion. As a bonus action, Azreal can fuse his warhammer with blood to deal an extra 2d6 necrotic damage on hit. This can also make the weapon apply the bleeding effect. He can use this feature to an amount equal to his proficiency bonus.
Second Wind. As a Bonus Action, Azreal can use this to regain Hit Points equal to 1d10 plus Con. He can use this feature twice. Bonus: Whenever Azreal activates his Second Wind, he can move up to half of his Speed without provoking Opportunity Attacks.
Blood Weapon Creation. As a bonus action, Azreal can create any type of physical weapon in his hand and use it. Azreal can choose the form this weapon can take, whether it be melee or ranged. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If the weapon is one handed or a throwable, Azreal can attack with it in the same bonus action. Any weapon made by this ability can inflict bleeding. This weapon will dissappear if it is more than 5 feet from Azreal for more than 1 minute (10 turns), Azreal uses this feature again, Azreal dismisses the weapon (no action required), or Azreal dies.
Legendary Action Uses: 1. Immediately after another creature's turn, Azreal can expend a use to take one of the following actions. Azreal regains all expended uses at the start of each of his turns.
Crimson Meteor Smash. Azreal leaps 60 ft in the air. When he comes down to land on someone, they must make a Dexterity Saving Throw (DC 16). On a fail, they will take 6d6 bludgeoning damage and get knocked prone. On a succeed, they will take half damage. The surrounding area will be engulfed in blood, up to 30 ft. Whoever in the radius will have to make Dexterity Saving Throw (DC 16) or take 2d10 necrotic damage.
Warhammer Combo. Azreal attacks makes three Warhammer attacks. On the first one, he sends the target up 10 ft. On the second one, once the target comes down, he sends them 40 ft in front of him. On the last one, he runs after them and and jumps up in the air to smash down on them.
Description
Enter a general description for your monster here.
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.
Comments