Large Celestial (Angel), Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 300 (25d8 + 200)
Speed 50 ft., Fly 150 ft.
STR
30 (+10)
DEX
22 (+6)
CON
22 (+6)
INT
26 (+8)
WIS
22 (+6)
CHA
30 (+10)
Saving Throws STR +18, DEX +14, CHA +18
Skills Acrobatics +12, Athletics +16, Deception +20, Intimidation +18, Perception +14
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Angelic Weapons. Azazel's weapon attacks are magical. When Azazel hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. Azazel knows if it hears a lie.

Life Pact. Any creature that swears allegiance to Azazel will be entered into a pact where if Azazel would take damage, it is instead dealt to his minions until the damage is dissipated. This can only target one minion at a time until that minion is dead, then the leftover damage gets transferred to another minion.

Innate Spellcasting. Azazel's spellcasting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components:

At will: fire storm, invisibility (self only)

3/day each: blade barrier, finger of death, resurrection

1/day each: gate, control weather

Magic Resistance. Azazel has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Azazel makes two longsword attacks.

Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Flying Sword. Azazel releases his longsword to hover magically in an unoccupied space within 5 feet of it. If Azazel can see the sword, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to his hands. If the hovering sword is targeted by any effect, Azazel is considered to be holding it. The hovering sword falls if the Azazel dies.

Legendary Actions

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. Azazel regains spent legendary actions at the start of its turn.

Negative Burst (Costs 2 Actions). The solar emits evil, necrotic energy. Each creature of its choice in a 10-foot radius must make a DC 20 Dexterity saving throw, taking 14 (4d6) necrotic damage plus 14 (4d6) force damage on a failed save, or half as much damage on a successful one.

Homing Feathers (Costs 3 Actions). Azazel targets up to 5 creatures it can see within 50 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 6d6 piercing damage, or half as much damage on a successful one.

Description

An angel, Azazel was known as the most powerful weapon of the god's, however, his lust for power caused him to fall. Now a fallen angel, he seeks to take over multiple worlds in order to amass power and wage war on the gods themselves.

Azazel has a large lean figure with greyish skin and wings similar to that of an eagle, he has long flowing black hair and is clad in a mysterious black fabric that moves like a mist. His longsword floats close to his side.

Azazel was blessed with great power but a weak constitution, he always leaves his minions to take the brunt of the damage he would normally take.

Monster Tags: Angel

JoshLv

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