Legendary Resistance (5/Day). If the Azrael fails a saving throw, he can choose to succeed instead.
Special Equipment. Azrael carries a dagger named Cowards Bane, and a war hammer named World Crusher. In the hands of anyone other than the Azrael, Cowards Bane is a +2 dagger, and World Crusher is a +3 war hammer.
Spellcasting. Azrael is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Azrael has following spells prepared:
Cantrips (at will): Eldritch Blast, Thorn Whip, Mage Hand, Poison Spray, Vicious Mockery, Spare the Dying, Shillelagh.
Angelic Fury. All of Azrael's spells are greatly altered by his past tamperings with the Eterna Device. Spell alterations: Eldritch Blast now always hits, always does maximum damage, and its damage type is changed to radiant. Thorn Whip now deals deals an additional 8 (1d6) piercing damage to the target on each subsequent turn after they are hit (this effect stacks), It also causes them to suffer the effects of the spell silvery barbs on every attack roll or ability check that they make after being hit, the only way for the target to remove this effect is to bathe in holly water (once they have done so they can’t be effected by this spell again for 24 hours). Booming Blade now causes booming targets to become stunned until the end of their next turn after moving in addition to the damage. Poison Spray now ignores poison resistances and immunities, it also corrodes away any metal armor that the target is wearing, it also deals an extra 70 (10d6) acid damage if the target is wearing metal armor. Vicious Mockery now causes the target to make a Charisma saving throw, if they fail their Intelligence, Wisdom, and Charisma scores are reduced to 1 for the next hour in addition to the normal damage from the spell. Spare the Dying now instantly restores all of the targets hit points, the caster has the option to use the secondary effect of causing the target to immediately drop to zero hit points again, and giving them disadvantage on death saving throws until they’re stabilized again. Shillelagh now allows the caster to reach out and brandish a weapon, and turn it into any non artifact magical weapon of the same type, or remove any magical properties from it, unless it is an artifact.
Supernatural Strength. All damage dealt by Azrael is doubled (included in the attack), and his attacks are magical for the purpose of overcoming resistances and immunities.
Modified Skin. Azrael is immune to all secondary damage effects, such as the booming effect in the spell booming blade, as well as damaging effects that do not require an attack roll or saving throw (eg. magic missile, Cloud of Daggers).
Quickened Reaction. The Azrael can make up to three reactions per round.
Successor of Primus. All Inevitables and creatures with the Axiomatic Mind trait are loyal to Azrael. Azrael can see through the eyes of any constructs that are loyal to him.
Spell Barrage. Azrael moves up to half his fly speed, and then casts one spell.
Ground Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., up to 5 targets. Hit: 54 (6d6 + 6) bludgeoning damage.
World Crusher. Melee Weapon Attack: +17 to hit, reach 10 ft., 1 target. Hit: 100 bludgeoning damage.
Summon Constructs (Recharges after a Long Rest). Azrael summons as many constructs as it wants within 50 feet of itself, as long as their total average hit points does not exceed 900. The summoned Constructs are loyal to Azrael, and cannot be charmed, or persuaded to betray him. Summoned constructs last for three hours, or until destroyed.
Gaze of The Primordial. The Primordial Modron gazes upon a creature that it can see. That creature must succeed on a DC:18 Intelligence saving throw, or take 10 (2d4) psychic damage, and have all its thoughts, and memories learned by the primordial Modron.
Dimension Phase. Azrael teleports to a point it can see within 80 feet of itself. All creatures within 10 feet of the point Azrael teleports too must succeed on a DC: 18 dexterity saving throw or take 66 (6d10) force damage.
Celestial Counterspell. Azrael utters a reality altering word to interrupt a creature it can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Azrael makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 20 (3d6) radiant damage if the spell fails.
Cowards Bane. In response to a creature attempting to leave Azrael's melee attack range, without using the disengage action, he makes a melee weapon attack: +17 to hit. Hit: 126 (6d10 + 30) slashing damage, and the target falls prone.
Dimension Phase. As a reaction to taking damage, Azrael teleports to a point he can see within 80 feet of itself. All creatures within 10 feet of the point it teleports to must succeed on a DC:18 dexterity saving throw or take 11 (1d10) force damage.
Azrael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used per turn and only at the end of another creature’s turn. Azrael regains spent legendary actions at the start of its turn.
Cantrip. Azrael casts one cantrip.
Unstoppable Offense(Cost: 2 actions). Azrael makes one attack with World Crusher.
True Destruction(Cost: Cost 2 actions). Azrael deals 60 force damage to one target it can see within 1 mile of it.
Lair and Lair Actions
The Lair of the Azrael is a large planetoid hovering above the city of Sigil, which contains the plain of Mechanus inside it. The Colossal mechanical sphere is used as a device to travel between different universes, and the area around it is heavily guarded by modrons and inevitables. The center of the sphere is a large domed engine room with a glowing yellow power core at the center, and endless branching corridors that lead to different locations in Mechanus. Locations Include: The throne room, The trophy room, and the factory (creates more modrons and inevitables)
Azrael encountered in his lair has a challenge rating of 40 (310,000 XP).
Regional Effects
The region containing Azrael's lair is filled with advanced technology, and unstable devices, which create one or more of the following effects:
- Any Creature inside of the orb that ends its turn mid air must make a DC: 16 Dexterity saving throw, on a failed save it takes 35 (10d6) lightning damage, and is stunned until the end of initiative count 20 of the next round, on a successful save it takes half as much damage and isn’t stunned.
- The first time a creature that is within one mile of the sphere sees it, they must succeed on a DC: 20 intelligence saving throw or roll on the temporary madness table.
If Azrael dies, these effects fade over the course of 1d3 days.
Previous Versions
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10/11/2025 9:20:32 PM
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10
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1
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7.1
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Coming Soon
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