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.
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.