Azarr Kul

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Azarr Kul

Medium Humanoid (Goblinoid), Lawful Evil


  • Armor Class 17 (+2 Amethyst Studded Leather)
  • Hit Points 228 (19d12, or some other DM BS)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 16 13 18 12 17
(+2) (+3) (+1) (+4) (+1) (+3)

  • Saving Throws Dex +7, Int +8, Wis +5
  • Skills Insight +6, Perception +6
  • Damage Vulnerabilities Psychic
  • Damage Resistances Lightning
  • Senses Darkvision 120 ft., passive Perception 20
  • Languages Common, Goblin, Draconic
  • Challenge 11 (7200 XP)

Psionics

Charges Recharge Fracture
17 1d6 15

Actions

Multiattack. Azarr Kul makes 2 attacks with his Pick and one with Hungry Lightning

Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 12 (2d10) psychic damage.

Hungry Lightning. Azarr lashes out with crackling psionic lightning. He spends 1-7 charges (favoring 3 charges), and one target must make a Dexterity Save DC 17; the target takes 1d10 damage per charge spent and the bolt jumps to another target who then repeats the save. On a successful save the target takes half damage the bolt does not jump to another target.

Bonus Action

You Cannot Escape Your Past. Azarr manifests 1d4 Shades of villains from the PC's past.

Reaction

Such Fascinating Knowledge. Azarr may manifest Forget (S&F pg197) when damaged. If he does so and causes a spell to be forgotten, he may cast the spell using his Intelligence as his casting modifier.

Villain Actions

Visions of War. Azarr manifests an illusion of a shifting battlefield. The ground 30' around him is considered difficult terrain, and enemies in or entering the area must make a DC 17 Intelligence Save or take an attack of opportunity from Azarr.

I Am Everywhere. Azarr manifests 3 shades identical to himself in every regard anywhere within 60'. He immediately teleports, swapping positions with one of them. A PC with passive Perception 19 or greater notices the swap.

I Will NOT Die To You! Azarr rips out the Amethyst Eye and crushes it, releasing a wave of psionic power. He loses the ability to use psionic abilities, but a psionic storm erupts around him. The area 10' around Azarr becomes difficult terrain, wracking enemy's minds with psionic pain and twisting reality. Ranged attacks into the area are at disadvantage, and any creature other Azarr that begins it's turn in the area takes 2d6 Psychic damage.

Lair Actions

On initiative count 20 (losing ties), Azarr takes a lair action to cause one of the following effects. He cannot use the same effect two rounds in a row.

Detect. Azarr makes a Wisdom (Perception) Check.

Demagogue. Azarr causes one enemy to believe that a terrible, world ending calamity is coming. If they fail an Intelligence Save DC 17, they flee in terror on their next turn.

Master of Minds. Azarr causes a target to forget something important to them. Azarr chooses either a spell the target knows or a weapon they are proficient with, and the target makes a Wisdom Save DC 17.

If Azarr chose a spell, the target cannot cast that spell until Azarr takes a long rest, and Azarr gets one use of that spell using his Intelligence as his casting modifier.

If Azarr chose a weapon, the target does not gain the benefit of their proficiency bonus with chosen kind of weapon while the effect lasts. For example, they might forget how to use a longsword, but still gain their proficiency benefit with shortswords.



Shade

Medium Psionic Projection, Lawful Evil


  • Armor Class 11
  • Hit Points 1
  • Speed 30

STR DEX CON INT WIS CHA
12 12 12 12 12 12
(+1) (+1) (+1) (+1) (+1) (+1)

  • Saving Throws Dex +4, Int +4
  • Skills Insight +2, Perception +2
  • Damage Vulnerabilities Psychic
  • Senses Blind, Truesight 20'
  • Languages Mute, Psychic

Psychic Projection. The Shade is a projection of the memories of a creature, known as the Source. It is not an illusion so it can't be disbelieved, and it can only interact with or be interacted with by it's Source.

Tied To One. The Shade acts in the turn immediately after it's manifested. It takes an action appropriate to the memory it's based on, and may move as normal; however, if the Source is outside the range of the Shade's Truesight it freezes and does not act.


Actions

Multiattack. The Shade makes 2 longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit 5 (1d6 + 1) slashing damage plus 18 (3d8 + 3) psychic damage.

"Magic" Blast. One target makes an Intelligence Save DC 15. The target takes 11 (3d6) elemental damage plus 18 (3d8 + 3) psychic damage. A successful save eliminates the elemental damage.

Explosion. Choose either a cone shaped attack or a 10 ft burst attack based on a point within 30 ft. All creatures within the area make Intelligence Saves DC 15. They take 7 (2d6) elemental damage plus 12 (2d8 + 2) psychic damage. A successful save eliminates the elemental damage.

 

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