Medium Humanoid (Tiefling), Lawful Neutral
AC 18    Initiative +3 (13)
HP 225 (30d8 + 90)
Speed
Mod Save
STR 10 +0 +0
DEX 16 +3 +3
CON 16 +3 +9
Mod Save
INT 18 +4 +4
WIS 14 +2 +8
CHA 22 +6 +12
Resistances Fire
Immunities Charmed
Senses Darkvision; Passive Perception 14
Languages Abyssal, Common, Infernal
CR 18 (XP 20,000; PB +6)
Traits

Infernal Bloodline. When Azazel casts a spell that deals fire damage, he adds his Charisma modifier (+6) to one damage roll of the spell.

Spellcasting. Azazel is a 20th-level spellcaster. He requires no material components for spells of 5th level or lower.

Spell Save DC: 20
Spell Attack: +12

At Will

fire bolt, prestidigitation, mage hand, detect magic, minor illusion.

3/Day Each

counterspell, fireball (cast at 8th level), dimension door, wall of fire, dominate person, disintegrate.

1/Day Each

meteor swarm, power word stun, planeshift.

Reactions

Infernal Rebuke. When Azazel takes damage, the attacker must succeed on a DC 15 Dexterity saving throw or take 2d10 fire damage, half on a success.

Legendary Actions

Legendary Resistance (3/Day)

If Azazel fails a saving throw, he can choose to succeed instead.


Legendary Actions (3/Turn)

Azazel can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn.

  • Cantrip. Azazel casts a cantrip.

  • Hellstep (Costs 2 Actions). Azazel teleports up to 30 feet in a burst of embers and brimstone. Creatures within 5 feet of his departure space take 10 (3d6) fire damage.

  • Overchannel Spell (Costs 3 Actions). Azazel casts a spell of 3rd level or lower.

Mythic Actions

Hellborne Ascendance

When Azazel is reduced to 0 hit points, he instead drops to 1 hit point, regains all legendary actions, and gains a 30-foot aura of oppressive heat for 1 minute. Enemies that start their turn in the aura take 15 (4d6) fire damage.

This trait triggers once per encounter.

Description

Azazel the Hellborne is tall and composed, his ember-toned skin faintly lit as though heat still lingers beneath it, and smooth infernal horns sweeping back from his temples with deliberate symmetry. His eyes—molten gold and unblinking—carry the unsettling weight of someone who is not merely observing, but calculating. He dresses in austere, dark robes reinforced with subtle arcane stitching, their edges scorched as if fire has passed over them without leaving true damage, and faint infernal sigils occasionally surface along his skin before fading like old scars. The air around him is warm and smells faintly of ash and parchment, and even in stillness he radiates restrained power—the unmistakable presence of a mortal who has faced Hell directly, learned its laws, and chosen which of them no longer apply.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
1/8/2026 10:20:48 PM
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