Storm Aura: Creatures that start their turn within 10 ft. take 10 (3d6) lightning damage.
Living Tempest: Difficult terrain within 20 ft. of Azure as wind howls violently.
Azure's Blade: Melee Lightning Attack: +10 to hit, reach 5 ft., one target. Hit: 4d8 slashing + 2d8 lightning damage.
If the target is wearing metal armor, it has disadvantage on its next attack roll.
Lightning Whips: Melee Spell Attack: +12 to hit, reach 30 ft., up to two targets. Hit: 3d10 lightning damage and the target must succeed on a DC 18 Strength save or be pulled 10 ft. toward Azure.
If pulled into Storm Aura, it takes the aura damage immediately.
Thunderous Collapse (Recharge 5-6): Azure slams Azure’s Blade into the ground. Each creature within 20 ft. must make a DC 18 Constitution save. On a failure: 6d8 thunder damage and knocked prone. On success: half damage and not knocked prone
Storm Step. Azure teleports up to 30 ft. in a crack of lightning. Creatures within 5 ft. of the space he leaves take 2d6 lightning damage.
Thunderous Rebuke. When a creature within 10 ft. hits Azure, he can force it to make a DC 18 Strength saving throw. On a failure The creature is pushed 15 ft., Falls prone, takes 2d6 thunder damage.
Ride the Lightning. When Azure would be targeted by a ranged attack or spell, he can teleport up to 20ft to an unoccupied space he can see. The triggering attack is made with disadvantage.
Legendary Resistance (3/day). If Azure fails a saving throw, he can choose to succeed instead.
Lightning Strike. One Lightning Whip attack
Move on the Wind. Move up to half speed without provoking opportunity attacks
Static Surge. One creature within 30 ft. takes 4d6 lightning damage
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Azure is the ancient god of Storms. He utilizes thunder and lightning to force his will upon all who oppose him. He relies on his champions to do his bidding on the mortal plane. However, when needed, he will step upon the mortal plane and enforce his will himself.
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.
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