Demon Lord powers. Azazel's demonic ranking allows him to bypass the weaknesses of normal demons. Demonic killing weapons like angel blades and the Demon killing dagger have no effects of slaying Azazel along with holy water and holy ground.
Demon Lord Weaknesses. Azazel unlike most demons cannot die even from Angelic Steel or even the famed Demon killing dagger, however Azazel can be killed from demons higher than him or by the power of the sword Excalibur.
Demon Children. Azazel is able to reinforce his side with his chosen children infected with his blood, he can turn a almost dead humanoid creature into one of his children by mixing his blood with their blood.
Multiattack. Azazel makes two unarmed strike or one unarmed strike and one slash.
Unarmed Strike. +11 to hit, reach 5 ft., 1 target. Hit: 28 (4d10+6) Force damage.
Slash. Ranged Magical Attack: +11 to hit, range 60 ft., 1 target. Hit: 38 (5d12+6) Slashing damage.
Telekinetic crush. Azazel targets creatures in front of him in a 20 foot cone. The targets must succeed on a DC 16 con saving throw or take 13 (2d10) [bludgeoning] damage. In addition creatures who fail this save are Restrained and can repeat the save at the end of their turn
Demonic Shift. As a bonus action Azazel and shift his form in a dark misty cloud avoiding being surrounded. Azazel can teleport to a unoccupied spot in 60 feet he can see.
Demonic Swap. As a Reaction Azazel can use his demonic teleportation to swap places with a hell hound that would take damage from an attack.
Azazel lets out a barbaric roar and unleashes his demonic telekinesis.
Telekinetic Crush (Costs 2 Actions). Azazel captures creature in a telekinetic crush in a 15 foot cone, Each creature in the cone must make a DC 16 Constitution saving throw. On a failed save the creatures take 9 (2d8) bludgeoning damage and is restrained until the end of its next turn. On a success, the creature or creatures take half as much and isn't restrained. While restrained your body is forced into a kneeling pose.
Slash (cost 1). Azazel's powers are so immense he can physical slice you open with a glance. Azazel makes a ranged attack +11 to hit, rage 60 ft, 1 target. Hit 32 (5d12+ 6)
Summon Hellhounds (cost 2). Azazel can summon 3d4 hell hounds. Azazel cant summon more hell hounds unless all hell hounds are slain or until he causes them to explode.
Description
Azazel is a pale skins humanoid, short black hair and yellow glowing eyes in his demonic form. Wearing black blood stained plate armor with a dark red elegant cloak. Spiked bracers covered in rust and blood.
Lair and Lair Actions
A Throne room made out decaying flesh and bone with red light seeping through multi panned window with the Demon Minos.
Lair Actions
On initiative count 20 (losing initiative ties) Azazel takes a lair action to cause one of the following effects; Azazel can’t use the same effect two rounds in a row:
- Maw of the Throne. Azazel snaps and the flesh of his throne room molds and forms gaping mouths with spines of the damned for teeth. Azazel can target every creatures in the room and must make a DC:16 Dexterity saving throw to avoid being swallowed, on a successful save you take half damage and are not swallowed. On a failed save you take 3d8 Piercing damage and are swallowed and take 3d8 piercing at the end of each of your turns. The swallowed creature can use an action to make a strength (athletics) check to escape the mouth or help a swallowed creature escape.
- Exploding Hellhounds. Azazel can cause the summoned hell hound to explode causing any creatures in a 5 foot radius, creatures caught in the explosion must make a (DC: 16) Dexterity saving throw or take 2d10 Necrotic damage and 2d10 Fire damage.
Regional Effects
The region containing Azazel's lair is [difficult terrain], which creates one or more of the following effects:
- Blood Clots. Dark red solid clumps of blood are seen on the floor which are believed to be the mortal bodies of those who were lustful to those of a young age. These spots are a 10 foot circle in the lair causing difficult terrain if walking over the blood clots.
If Azazel dies, these effects fade over the course of 2d4 days.
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