Medium Humanoid, Neutral Good
AC 25 (Natural Armor)    Initiative +17 (27)
HP 240 (16d8 + 168)
Speed 30 ft., Swim 30 ft., Fly 60 ft.
Mod Save
STR 16 +3 +8
DEX 25 +7 +12
CON 30 +10 +15
Mod Save
INT 19 +4 +9
WIS 24 +7 +12
CHA 30 +10 +15
Resistances Acid, Cold, Fire, Lightning, Poison, Damage from Spells
Senses Blindsight 300 ft., Darkvision 300 ft., Truesight 300 ft.; Passive Perception 32
Languages All, Telepathy 300 ft.
CR 16 (XP 15,000; PB +5)
Traits

Arcane Emanation. Azure always has the effects of three different spells affecting her, and any creatures she chooses within 300 feet of herself also gain the benefits of those spells. At the start of her turn, she can replace any number of these spells with that many other spells from the Emanating Spells table below. Only the passive effects of the spells are granted, not any effects that would trigger when the spell is cast or ends.

d10 Emanating Spells
1 Protection from Evil and Good
2 Stoneskin
3 Simbul's Synostodweomer
4 Fizban's Platinum Shield
5 Conjure Minor Elementals
6 Aura of Vitality
7 Haste
8 Elminster's Elusion
9 Bless
10 Shield of Faith

 

Arcane Rest. Azure can complete Short Rests and Long Rests in 1 minute, during which time she retains consciousness. She cannot complete Short Rests within 1 hour of each other or Long Rests within 8 hours of each other this way.

Dual Mind. Azure can concentrate on two spells at once, and her concentration can't be broken unless she chooses to stop concentrating on something. At the start of her turn, she can choose to change into Amber. For any features with the same name that both Azure and Amber have other than Spellcasting, if those features have limited uses, they share the same total number of uses.

Freedom of Movement. Azure's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce her Speed nor cause her to have the Restrained condition. Additionally, Azure can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on her, and she can move through the space of other creatures, though she is shunted to the last space she occupied if she ends her turn inside another creature's space.

Magical Evasion. Azure has Advantage on saving throws against spells and other magical effects, and she has Resistance to the damage of spells and other magical effects. She, along with any spells or magical effects she creates, are immune to any effect that would disrupt or prevent the use of a spell or magical effect that she has created or is creating.

Magical Senses. Azure always knows whether it is morning, afternoon, evening, or nighttime, and knows which direction is magnetic north. She also can sense the presence of magical effects within 300 feet of her, see a faint aura around any visible creature or object that bears magic, and know that creature or object's school of magic, if any.

Magical Veil. Azure is unaffected by anything that would sense her emotions or alignment, read her thoughts, or magically detect her location, and no spell - not even Wish can gather information about her, observe her remotely, or control her mind. She also can’t be targeted by any Divination spell or perceived through magical scrying sensors.

Legendary Resistance (Recharges after a Short or Long Rest). If Azure would fail a saving throw, she can choose to succeed instead and immediately roll on the Wild Magic table.

Luck Manipulation. Azure has advantage on attack rolls and ability checks, and can roll an additional D20 and choose the highest roll when making an attack roll with Advantage. Additionally, Azure can manipulate luck in the following ways at any time, after which she can't manipulate luck in that way again until the start of her next turn:

  • Whenever another creature within 300 feet of Azure that Azure can see rolls one or more dice, Azure can roll those dice herself and choose whether the other creature uses its original rolls or Azure's rolls.
  • Whenever Azure rolls one or more dice, Azure can roll those dice again and choose whether to use the original rolls or the new rolls.
  • Whenever any creature within 300 feet of Azure that Azure can see makes a D20 Test, Azure can roll 2d4 and add those dice to the total.
  • Whenever any creature within 300 feet of Azure that Azure can see makes a D20 Test, Azure can roll 2d4 and subtract those dice to the total.

Metamagic. Whenever Azure casts a spell, she can enhance it with any number of the following metamagic options.

Careful Spell. Any creatures of Azure's choice are entirely immune to the spell's effects.

Distant Spell. The spell's range is quadrupled if it has a range of at least 5 feet, and the spell's range becomes 120 feet if it has a range of Touch.

Empowered Spell. Whenever Azure rolls damage dice for the spell, she can roll twice and choose which total to use.

Extended Spell. Unless the spell has an Instantaneous duration, the spell's duration is increased by any amount Azure wants, to a maximum total duration of 24 hours.

Heightened Spell. Creatures have Disadvantage on saving throws against the spell.

Quickened Spell. The spell is cast without requiring an action, Bonus Action, or Reaction. This metamagic option can't be used again until the start of Azure's next turn.

Seeking Spell. Any attack rolls the spell makes automatically hit, and the number rolled on the D20 for such attacks counts as up to three numbers higher when determining if the attack was a Critical Hit.

Subtle Spell. Azure can choose to cast the spell without requiring any components, and she can choose to not roll on the Wild Magic table.

Transmuted Spell. Azure can change any number of the spell's damage types to any other damage types.

Twinned Spell. The spell’s effects are produced twice from the same spell. Anything that would be affected by both instances of the spell’s effects is only affected by one of them.

Pocket Dimension. Azure has a pocket dimension that she can enter and exit at will during her turn. Any other willing creature can also enter the pocket dimension during their turn, as long as the creature is within 5 feet of Azure's space and Azure is also willing. Creatures inside the pocket dimension can complete Short Rests in only 1 minute, but still cannot complete Short Rests within 1 hour of each other. As a Utilize Action, a Bonus Action, or an object interaction, Azure can store an object she touches in her pocket dimension, or retrieve any object from the pocket dimension, causing it to appear in an unoccupied section of her space or an unoccupied space within 5 feet of her. If a creature would be forcibly moved in such a way that it would enter or pass through Azure's space, Azure can choose to have that creature enter the pocket dimension instead. Any creature can exit the pocket dimension by expending 5 feet of movement, appearing in an unoccupied space within 5 feet of the pocket dimension. While inside the pocket dimension, a creature has full cover from things outside the pocket dimension, but can see and hear as though it is occupying the space directly outside the pocket dimension. The pocket dimension moves with Azure, and Azure can move while inside the pocket dimension to also move the location of the pocket dimension on the plane outside. Since the pocket dimension's entrance is not a tangible thing, Azure can move in this way through any matter, though creatures cannot leave the pocket dimension without an unoccupied space to exit into.

Spellcasting. Azure's spellcasting ability is Charisma (spell save DC 30, +22 to hit with spell attacks). Azure can create spell slots at will of up to 10th level, though when she does so, she cannot create a spell slot of that level again until she completes a Short Rest. Additionally, when Azure suffers the stress of the Wish spell, she cannot lose the ability to cast Wish ever again as a result of that stress. Azure has following spells prepared:

Cantrips (at will): elementalism, mage hand, mending, minor illusion, prestidigitation, sorcerous burst

1st level: charm person, command, jump, shield, silvery barbs

2nd level: alter self, detect thoughts, darkness, hold person, nystul's magic aura, silence

3rd level: counterspell, dispel magic, fireball, mass healing word, remove curse, revivify, slow

4th level: backlash, banishment, dimension door, greater invisibility, spellfire storm

5th level: contagion, creation, dominate person, greater restoration, scrying, wall of force

6th level: eyebite, globe of invulnerability, heal, leomund's lamentable belaborment, magic jar

7th level: etherealness, forcecage, mirage arcane, plane shift, prismatic spray, teleport

8th level: antimagic field, befuddlement, dominate monster, glibness, telepathy

9th level: blade of disaster, foresight, meteor swarm, power word heal, power word kill, prismatic wall, true resurrection, wish

 

Wild Magic. Whenever Azure casts a spell, she must roll twice on the Wild Magic table below and choose one of the results.

d100 Wild Magic
1-4 Another creature of Azure's choice within 300 feet of Azure that has the Spellcasting or Pact Magic feature gains this feature for the next minute, except it rerolls if it lands on this result. All effects created by that creature's version of this feature are considered to be produced by and originate from that creature rather than Azure, though Azure makes all choices for that feature unless she is Incapacitated.
5-8 Azure rolls 1d10 and 1d3. Each creature within 300 feet of Azure gains two damage Vulnerabilities for 1 minute depending on what was rolled. For the first die, on a 1, Acid; on a 2, Cold; on a 3, Fire; on a 4, Force; on a 5, Lightning, on a 6, Necrotic; on a 7, Poison; on an 8, Psychic; on a 9, Radiant; on a 10, Thunder. For the second die, on a 1, Bludgeoning; on a 2, Piercing; on a 3, Slashing.
9-12 Azure rolls 1d10 and 1d3. Each creature within 300 feet of Azure gains two damage Immunities for 1 minute depending on what was rolled. For the first die, on a 1, Acid; on a 2, Cold; on a 3, Fire; on a 4, Force; on a 5, Lightning, on a 6, Necrotic; on a 7, Poison; on an 8, Psychic; on a 9, Radiant; on a 10, Thunder. For the second die, on a 1, Bludgeoning; on a 2, Piercing; on a 3, Slashing.
13-16 Azure chooses a creature she can see within 300 feet of her. Until the end of that creature's next turn, all attack rolls that creature makes that hit are considered to be critical hits, but all attack rolls that hit that creature are considered to be critical hits.
17-20 One random ally of Azure within 300 feet of Azure has Advantage on all D20 tests for 8 hours, and one random enemy of Azure within 300 feet of Azure has Disadvantage on all D20 tests for 8 hours.
21-24 One creature of Azure's choice with a challenge rating of 20 or lower appears in an unoccupied space of Azure's choice within 60 feet of Azure. The creature obey's Azure's commands and acts on her turn during combat, disappearing after it dies or after 1 hour.
25-28 All aspects of the plane that aren't creatures within half a mile of Azure are transformed into plane of existence. Roll a d10, rerolling if Azure's current plane is the same as the rolled one. On a 1, The Material Plane; on a 2, The Feywild; on a 3, The Shadowfell; on a 4, The Hells; on a 5, The Abyss; on a 6, The Heavens; on a 7, The Elemental Plane of Water; on an 8, The Elemental Plane of Earth; on a 9, The Elemental Plane of Fire; on a 10, The Elemental Plane of Air. This transformation is permanent unless dispelled by a spell of at least 9th level.
29-32 One creature of Azure's choice within 300 feet of her must succeed on a Charisma saving throw against Azure's Spell Save DC or be severed from beneficial magic for 8 hours. During that time, it can't cast spells, take the Magic action, or otherwise create magical effects. Magical properties of magic items don't work while that creature uses them during this time. Any beneficial parts of spells or other magical effects already affecting the creature end instantly, and any beneficial parts of any spells or other magical effects have no effect on them for the duration.
33-36 A portal appears in a random unoccupied space within 120 feet of Azure. The portal leads to a random place on another random plane of existence, and can be traveled through from either plane. The portal is 20 feet wide and lasts until dispelled by a spell of at least 9th level.
37-40 One creature of Azure's choice within 300 feet of her gains the effects of all spells that can be granted with Azure's Arcane Emanation feature for the next minute.
41-44 Azure turns into a potted plant until the start of her next turn. While she's a plant, she has the Incapacitated condition and has Vulnerability to all damage. If she drops to 0 Hit Points, the pot breaks, and her form reverts.
45-48 Azure and any other creatures she chooses within 300 feet of herself regain 1 Hit Point, and until the end of Azure's next turn, those creatures can't die or drop below 1 Hit Point.
49-52 Azure chooses another creature that she can see within 300 feet of herself, then she rolls a d100. Azure regains Hit Points equal to the number rolled, and the other creature takes Necrotic damage equal to the number rolled. The Necrotic damage dealt in this way ignores any damage resistances and immunities.
53-56 2d10 magical darts appear floating around Azure. Whenever a creature within 60 feet of Azure deals damage to another creature, Azure can have one of the darts fly at that creature. The dart automatically hits and deals 8d4+8 damage. Each dart disappears after 1 minute or after it hits a creature.
57-60 Azure chooses another creature she can see within 300 feet of herself. For one minute, that creature has Immunity to Fire damage, and whenever it hits a creature with an attack roll, the effects of the Fireball spell are produced centered on the creature that was hit.
61-64 The triggering spell doesn't require concentration if it normally requires concentration, and Azure does not have to finish a Short Rest nor Long Rest before casting a spell of the same level as the triggering spell again.
65-68 Azure chooses any number of creatures that she can see within 300 feet of herself. Each of those creatures has their current health become equal to half of that creature's maximum health. An unwilling creature can make a Constitution saving throw against Azure's Spell Save DC to avoid this effect.
69-72 One other creature of Azure's choice that she can see within 300 feet of her immediately takes an extra turn right after Azure.
73-76 The triggering spell is cast as though it had 10 additional secondary circle casters that expended any necessary spell slots.
77-80 Azure rolls 1d4. One creature of her choice that she can see within 300 feet of her gains the benefits of a Short Rest if the roll was 1-3, or a Long Rest if the roll was 4. The creature gains this benefit regardless of how recently that creature has taken a rest of that type.
81-84 Azure chooses up to three magic items within 300 feet of her that regain expended charges daily. Those items immediately regain all expended charges.
85-88 At the start of each of Azure's turns for the next minute, each creature of her choice that she can see within 300 feet of her regains 25 Hit Points and gains 25 Temporary Hit Points.
89-92 Azure rolls 1d10-1, then casts a spell of that level of her choice that doesn't have a casting time of 1 Reaction.
93-96 One creature of Azure's choice that she can see within 300 feet of her has the Wish spell cast on their behalf. That creature suffers none of the spell's stress.
97-00 Azure chooses any option on this table. If that option includes anything random, including dice rolls, Azure can choose exactly what the outcome of that random element is.
Actions

Multiattack. Azure makes three Prismatic Burst attacks. This multiattack uses the Magic action and counts as casting a cantrip.

Prismatic Burst. Melee or Ranged Spell Attack: +22 to hit, reach 5 ft. or range 120 ft., one target. Hit: 33 (6d10) Acid, Cold, Fire, Lightning, Poison, or Force damage (Azure's choice).

Bonus Actions

Blink. Azure takes the Dash action and teleports up to 120 feet to an unoccupied space she can see.

Innate Sorcery (Recharges after a Short or Long Rest). For the next minute, Azure's Spell Save DC increases by 2, and Azure gains a +2 bonus to all spell attack rolls.

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2026 9:07:44 PM
1
1
--
Coming Soon
3/25/2026 6:25:12 AM
1
1
--
Coming Soon
3/25/2026 5:07:22 PM
1
1
--
Coming Soon
3/27/2026 7:53:06 AM
1
1
--
Coming Soon
4/4/2026 8:20:51 PM
5
1
--
Coming Soon
4/4/2026 8:58:38 PM
2
1
--
Coming Soon
4/16/2026 5:31:42 AM
9
1
--
Coming Soon
4/17/2026 3:27:55 PM
6
1
--
Coming Soon
4/25/2026 7:37:44 PM
8
1
--
Coming Soon
4/25/2026 8:17:01 PM
8
1
--
Coming Soon
5/9/2026 6:49:42 PM
10
1
--
Coming Soon
6/30/2026 2:30:26 AM
12
1
--
Coming Soon
7/12/2026 1:43:42 AM
15
1
--
Coming Soon
7/18/2026 8:10:27 PM
12
1
--
Coming Soon
7/18/2026 8:32:46 PM
12
1
--
Coming Soon
7/19/2026 6:47:19 PM
12
1
--
Coming Soon
7/20/2026 5:23:56 AM
12
1
--
Coming Soon
7/22/2026 3:08:24 AM
13
1
--
Coming Soon
7/22/2026 3:43:42 AM
13
1
--
Coming Soon
7/26/2026 10:51:00 PM
12
1
--
Coming Soon
10/3/2026 5:26:19 AM
16
1
--
Coming Soon
DerpTh3Derp

Comments

Posts Quoted:
Reply
Clear All Quotes