Medium Fiend (Devil), Lawful Evil
AC 16 Natural Armor    Initiative +5 (15)
HP 90 (12d10 + 45)
Speed 30 ft.
Mod Save
STR 18 +4 +10
DEX 16 +3 +3
CON 18 +4 +9
Mod Save
INT 12 +1 +4
WIS 13 +1 +5
CHA 15 +2 +4
Resistances Bludgeoning, Cold, Piercing, Slashing
Immunities Fire, Poison; Frightened, Poisoned
Gear Chain of a Thousand Miles
Senses Darkvision 120 ft. (unimpeded by magical darkness); Passive Perception 13
Languages Infernal, Telepathy 120 ft.
CR 9 (XP 5,000; PB +4)
Traits

Diabolical Restoration. If Azark dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic Resistance. Azark has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Azark can take 3 actions, using Chain, Conjure Infernal Chain., and Chain Whip in any combination, Though you can only use Infernal Chain once per turn.

Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends.

Conjure Infernal Chain. Azark conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature Azark can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of Azark’s next turn, at which point the chain disappears. If the target is Large or smaller, Azark moves the target up to 30 feet straight toward itself. Success: The chain disappears.

Chain Whip. Azark uses the Chain of a Thousand Miles to make a ranged attack against one creature he can see. Ranged Attack Roll: +5, reach 100 ft. Hit: 11 (3d8 + 5) Bludgeoning damage.

Reactions

Unnerving Gaze. Trigger: A creature Azark can see starts its turn within 30 feet of Azark and can see Azark. Response—Wisdom Saving Throw: DC 15, the triggering creature. Failure: The target has the Frightened condition until the end of its turn. Success: The target is immune to this devil’s Unnerving Gaze for 24 hours.

Flames of Hell. Trigger: Any creature who makes a melee attack against Azark get pushed back by flames as hot as the pits of Hell. Response- 11 (2d6 + 4) Fire damage

Legendary Actions

Infernal Call. Azark can summon Fiendish creatures from hell with a CR rating of 3 or less. Can only use twice until he returns to hell.

Chain Whip. Azark uses the Chain of a Thousand Miles to make a ranged attack against one creature he can see. Ranged Attack Roll: +5, reach 100 ft. Hit: 11 (3d8 + 5) Bludgeoning damage.

Habitat: Planar (Nine Hells)

NoahMines

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