THE SHARED REFERENCE Adventurer

Monster

Azalin Rex

Outside your table’s allowed sources

Official reference · RHW · 2014

Creature type
Undead
Size
Medium
Armor class
20
Hit points
390 (52d8 + 156)
Speed
Walk 30 ft.
Challenge rating
23
Alignment
Neutral Evil
Strength
11
Dexterity
16
Constitution
16
Intelligence
21
Wisdom
17
Charisma
16
Passive Perception
20
Initiative
+17
Saving Throws
dex: +10; con: +10; int: +12; wis: +10
Skills
arcana: +19; history: +12; insight: +10; perception: +10
Senses
Truesight 120 ft.
Languages
all
Resistances
cold, lightning
Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned

Traits

Darklord Restoration

If Azalin dies and his spirit jar remains intact, he revives with all his Hit Points in 2d10 days in the unoccupied space nearest his spirit jar. If Azalin's spirit jar is destroyed, he instead revives in 4d10 days in Castle Avernus in Darkon.

Legendary Resistance (4/Day, or 5/Day in Domain)

If Azalin fails a saving throw, he can choose to succeed instead.

Actions

Multiattack

Azalin makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.

Eldritch Burst

Melee Ranged Attack: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.

Paralyzing Touch

Melee Attack: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of Azalin's next turn.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Eldritch Teleport

Azalin teleports up to 60 feet to an unoccupied space he can see and makes one Eldritch Burst or Paralyzing Touch attack.

Forbidden Knowledge

Intelligence Saving Throw: DC 20, up to three creatures Azalin can see within 60 feet. Failure: 28 (8d6) Psychic damage, and the target has the Stunned condition until the end of Azalin's next turn. Success: Half damage only. Success or Failure: Azalin can't take this action again until the start of his next turn.

Spellcasting

Azalin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20):

At will: Detect Magic, Detect Thoughts, Dispel Magic, Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation

2/day each: Animate Dead, Dimension Door, Modify Memory, Plane Shift, Scrying

1/day each: Chain Lightning, Finger of Death, Power Word Kill

Siphon Spell

Azalin casts Counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting. If the target creature fails its saving throw against this Counterspell, Azalin steals knowledge of the triggering spell. For 1 hour or until Azalin takes this Reaction again, Azalin can cast that spell once, using the same spellcasting ability as Spellcasting.

At will: Counterspell

Regional effects

Darkon is altered by Azalin's presence, creating the following effects:

  • Closing the Borders: While in his domain, Azalin can close or open the borders to Darkon at will. While the borders are closed, undead terrors fill the Mists surrounding Darkon. Whenever a creature enters the Mists, one Hostile Zombie Clot appears in a random unoccupied space within 30 feet of that creature.
  • Lord of the Dead: While in his domain, Azalin can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as his Spellcasting action. When Azalin casts this spell in this way, he can place the sensor in any Undead in Darkon with an Intelligence of 6 or less, even if it is beyond 1 mile of Azalin. In addition, Azalin can speak through the Undead he placed the sensor in.
  • No Secrets: Whenever a creature in Darkon casts a spell using a level 5+ spell slot, Azalin becomes aware of that creature's name and location. A Nondetection spell blocks this effect.

If Azalin dies, these effects end immediately.

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