Call of the Darkness. Azull lord of the oblivion planes calls apon they poison of his world. Each player makes a dexterity saving through. If you fail take 9 poison damage if you do not fail take 3 poison damage and have a disadvantage on your next attack.
The Lords Wrath: Azull calls upon the comic world summing wound the wrath of meteor's every player withing 100 ft must make a dex saving through on a fail take 14 damage, on a pass take 4 damage.
Call of Fear. Azull calls opon his folowers, sumon Worshiper party and Abomanation.
Punishing Strike. Melee Unarmed Attack: +9 to hit, reach 9 ft., group party. Hit: 5 (3d4+4) Slashing damage.
Shout of Madness. Ranged Weapon Attack: +4 to hit, range 15/75 ft., group party. Hit: 6 (1d12+3) and get nocked back 25 feat.
Rod of Azull. Ranged Attack: +7 to hit, range 15/30., group party. Hit:10 (4d12+5) disintegrashin damage. (must have Rod of Azull to youse.
Nockout. If the unlikely action of Azull being snuck up on were to happend he would nock you back 25 ft.
When Azull struck apon his god-like brothers he did not youse fist or rod. He summed apon them the rath of oblivion.
Wrath of oblivion. All! Entity with 20 ft must roll wisdom. If you fail to beat 19 then then lose half your hp. Otherwise do nothing
upon striking the earth with his rod he discovered the locating of a powerful beast, after moths of work he captured it and made it his beast.
Summing of Death: when Azull's heath reaches lower then 27 he will call upon his mighty beast the god killer to do battle.
Description
Azull is a high and mighty warier its believed is bean alive for as long as time but he only recently came to power when he overthrew his to brothers (Megorgon and Askdeply) and drank from an ancient chalice containing the power of gods, upon drinking he grew large an powerful and the very earth around him presented to him his chosen weapon.
in weak his transformation was complete he was a tall red best with goat horns and large bat wings his skin was to thick for swords and his scales were to hard for axes.
he had become the lord Azull any other details are not yet discoverer.
Lair and Lair Actions
The land of oblivion is Azull's true home devoid of hope this land his friged but burning at they same time those who come quake before the land
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.
Previous Versions
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6/6/2020 9:03:04 PM
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10
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002
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Coming Soon
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