Fear Aura. Each creature of Azeroth's choice that are within 120 feet of him and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Azeroth's Fear Aura for the next 24 hours.
Siege Monster. Azeroth deals double damage to objects and structures.
Demonic champion. Demons with 60ft of Azeroth have advantage on saving throws against being frightened and charmed.
Magic Resistance. Azeroth has advantage on saving throws against spells and other magical effects.
Magic Weapons. Azeroth’s weapon attacks are magical.
Gore. If Azeroth moves at least 15ft and then hits a creature with a horns attack, that creature takes an extra 16 (3d10) piercing damage and must make a DC 22 strength saving throw or be knocked prone.
Legendary Resistance (3/day). If Azeroth fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Azeroth's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). Azeroth can innately cast the following spells, requiring no material components:
At will: detect magic, scorching ray, magic missile
3/day each: fireball, dispel magic, lightning bolt, banishment
1/day each: hold monster, flesh to stone
Multiattack. Azeroth makes 3 attacks: one with his claws, one with his horns, and one with his serpent tail.
Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., single target. Hit: 20 (3d6 + 10) slashing damage plus 7 (2d6) necrotic damage.
Horns. Melee Weapon Attack: +18 to hit, reach 10 ft., single target. Hit: 26 (3d10 + 10) piercing damage plus 7 (2d6) fire damage
Serpent Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., single target. Hit: 19 (2d8 + 10) piercing damage. The target must make a DC 22 Constitution saving throw, taking 31 (10d6) poison damage on a failed save, or half as much damage on a successful one. Targets that fail this saving throw are also paralyzed for 1 minute and can repeat the saving throw at the start of each of its turns.
Hooves. Melee Weapon Attack: +18 to hit, reach 5 ft., single target. Hit: 29 (3d12 + 10) bludgeoning damage and the target must succeed on a DC 22 Strength saving throw or be knocked prone.
Azeroth 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. Azeroth regains spent legendary actions at the start of his turn.
Hooves attack. Azeroth makes a hooves attack.
Move. Azeroth moves up to half his speed.
Spell (Costs 2 actions). Azeroth casts a spell.
Description
Standing at 26ft tall with fur covered legs and where feet and claws would be are a pair of hooves instead. He wears a thick chain belt around is waist which has a giant metal ring to hold his loin cloth. His upper body veins faintly glow with a fiery orange energy as small spikes protrude from his chest that grow to a massive size along his shoulder blades and back. His horns being just as menacing, coming out and around, eventually curling upwards at the end and coming to a jagged point. And where any hair there would be on Azeroth's head, is instead replaced by roaring and raging flames.
Azeroth is the demon lord of carnage, war, and agony. His favorites past times include raiding different planes and raging conflict in the blood war.
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