Medium Humanoid, Lawful Neutral
Armor Class 19 Sand Armor
Hit Points 200 (10d10 + 150)
Speed 60 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +10, CHA +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Passive Perception 20
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Shurima's Legacy: Azir restores the sun disk to its former glory, advancing it 1 stack at the beginning of his turn. When his health drops below 50% or the Sun Disk is advanced to 12 stacks, he becomes Empowered. When the Sun Disk is restored at 21 stacks, Azir Ascends.

Master of the Sands: Azir summons a Sand Soldier (or Sandstone Charger when Ascended) at the beginning of each turn. They do not provoke opportunity attacks. They automatically die if further than 100 ft. of Azir. Azir's actions can be cast further than their normal range and out of line of sight as long as they're cast within 20 ft. of a Sand Soldier or Sandstone Charger and their line of sight.

Shuriman Supremacy (Empowered): Sand Soldiers and Sandstone Chargers gain +2 AC, 1d8 radiant damage, and explode on death dealing 1d10 bludgeoning.

Ascended Sovereign (Ascended): -1d20 damage taken from all sources, cannot be restrained or knocked prone.

Actions

Imperial Command: Commands up to 2 Sand Soldiers or Sandstone Chargers to move up to 20 ft. and perform one attack each.

Arise: Summon a Sand Soldier on an open space within 60 ft. (or Sandstone Charger when Empowered or Ascended)

Conquering Sands (Recharge 5–6): 60 ft. range. Create a 30 ft. radius where the sand sucks creatures down, DC 19 Dex save that knocks creatures prone on failure and deals 3d6 bludgeoning, makes terrain difficult until next turn. Azir and Sand Soldiers and Sandstone Chargers are not affected.

Emperor’s Divide (Recharge 6) (Empowered): 30 ft. range Create a 20-ft phalanx of shielded soldiers that charge forward 20 feet, DC 20 Str save that pushes creatures 30 ft. and knocks them prone on failure, deals 3d10 bludgeoning or half on save, creates an impassable line of soldiers for 2 rounds. Azir and Sand Soldiers and Sandstone Chargers are not affected.

Sun Disk's Power (Recharge 5) (Ascended): Commands the sun disk to burn an area, creating a 40-ft radius, dealing 5d10 radiant, and blinds creatures failing a DC 22 Con save. Azir and Sand Soldiers and Sandstone Chargers are not affected.

Final Decree (1/encounter) (Ascended):  Commands all Sand Soldiers and Sandstone Chargers to act twice their next turn.

Bonus Actions

Shifting Sands: Commands a Sand Soldier or Sandstone Charger to move up to 20 ft.

Reactions

Attack of Opportunity: Triggers attacks of opportunity (can trigger attacks of opportunity through his Sand Soldiers or Sandstone Chargers)

Legendary Actions

Azir can perform up to 3 legendary actions per turn and each costs 1 action.

Imperial Command: Commands a Sand Soldier or Sandstone Charger to move up to 20 ft. and perform one attack.

Sand Step (2 cost): Dash to a Sand Soldier or Charger within 30 ft.

 

Description

Title: Emperor of Shurima
Appearance: Azir is a regal figure clad in golden, sand-forged armor that glimmers like sunlight over the dunes. His eyes burn like molten sunstone, and sand perpetually swirls around him, forming ephemeral wings and a glittering trail with his footsteps.
Personality: Noble, disciplined, and confident. Azir sees the world as a chessboard, his empire being his main priority. He is proud, lawful, and visionary, not cruel for cruelty’s sake.
Combat Demeanor: Azir fights strategically, commanding his soldiers like an army, controlling the battlefield with summoning, positioning, and terrain manipulation. He prefers to win without dirtying his hands, but will fight personally when necessary. His Phase III godhood radiates authority and awe, turning the battlefield into a radiant storm.

Lair and Lair Actions

The buried Sun Disk lies within Azir's arena. 2 daises are positioned in front of it, advancing the Sun Disk's restoration. When the Sun Disk reaches 21 stacks, it is restored, triggering the following effects:

  • Trigger all Ascended creatures ascended effects
  • Permanently illuminate the arena

The Sun Disk will remain in whatever form it ended in at the end of the fight, allowing for ascension if it was restored by the end of the fight.

The fight additionally starts with 2 Sand Soldiers spawned alongside Azir.

The fight can start with Renekton if certain conditions are met.

The fight can start with Nasus if certain conditions are met.

Previous Versions

Name Date Modified Views Adds Version Actions
1/17/2026 7:55:20 PM
5
1
--
Coming Soon

Habitat: Desert

Enderstellar

Comments

Posts Quoted:
Reply
Clear All Quotes