Innate Spellcasting. The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater restoration, water walk 1/day each: commune, dispel evil and good, earthquake, fire storm, [spell]plane shift[spell] (self only)
Legendary Resistance (3/Day). If Azazel fails a saving throw, it can choose to succeed instead.
Magic Resistance. Azazel has advantage on saving throws against spells and other magical effects.
Magic Weapons. Azazel's weapon attacks are magical.
Multiattack. Azazel makes two greatsword attacks or Two Maul attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 8 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Maul. Melee Weapon Attack: + 17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of Azazel's next turn.
Bolt. Ranged Spell Attack: + 15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (Azazel's choice): acid, cold, fire, force, lightning, radiant, or thunder.
Flying Sword. Azazel releases its greatsword to hover magically in an unoccupied space within 5 feet of it. The sword rolls initiative and acts like a normal flying sword. The Arch Angel can use a bonus action to command the sword to do something otherwise it guards Azazel. If the sword dies it falls to the ground and cannot be used again until the next dawn. The hovering sword falls if Azazel dies.
React. When any creature within 50 feet casts a spell Azazel can roll a d4 on a 4 it can attack the spellcaster with a attack, it cannot use any other action.
Banishing smite(3/Day). When Azazel takes damage it can cast Banishment without Material components.
Azazel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The empyrean regains spent legendary actions at the start of its turn.
Attack. Azazel makes one attack.
Bolster. Azazel bolsters all non-hostile creatures within 120 feet of it until the end of its next turn.Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of Azazel's next turn.
Trembling Strike (Costs 2 Actions). Azazel strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of Azazel must succeed on a DC 25 Strength saving throw or be knocked prone.
Lair and Lair Actions
Previous Versions
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