Azruk Sablehand - AI-generated fantasy Monster

Azruk Sablehand

Azruk Sablehand once served as a caravan judge who settled disputes by weighing the hands of the guilty against blocks of desert glass. After accepting a pact from a presence beyond the night sky, he replaced his left hand with obsidian and began hearing commands in the silence between stars. He now works as a mercenary controller, specializing in raids where confusion and darkness are more valuable than slaughter.

MediumHumanoid(Warlock)CR Challenge Rating 6Lawful Evil

Azruk Sablehand

HumanoidWarlockOccultistControllerVoid MagicDesertShard Crate Encounter
HP78AC+7SPD30 ft.CR6 (2,300 XP)ArcanaDeceptionPerceptionStealth
STR
8
DEX
16
CON
14
INT
15
WIS
12
save
CHA
18
save
Pact Magic. Azruk is a 7th-level spellcaster. His spellcasting ability is Charisma. He requires no material components for his warlock spells. He has two 3rd-level spell slots, which he regains after a short or long rest.
Sable Sight. Azruk can see normally through magical darkness that he creates. He has advantage on saving throws made to maintain concentration while he is in darkness or heavily obscured terrain.
Void-Fed. When Azruk deals necrotic damage to a creature that is in darkness or heavily obscured terrain, he gains 3 temporary hit points. He can gain these temporary hit points only once per turn.
Multiattack. Azruk makes two Sable Bolt attacks. He can replace one attack with Sandblast if available.
Sable Bolt. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 13 () necrotic damage, and the target cannot take reactions until the start of its next turn.
Sandblast. Azruk hurls a cone of cursed sand in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 18 () slashing damage on a failed save, or half as much damage on a successful one. A creature that fails is also blinded until the end of its next turn.
Darkness. Azruk creates a 15-foot-radius sphere of magical darkness centered on a point he can see within 60 feet. The darkness lasts for 10 minutes, or until Azruk loses concentration. Darkvision cannot see through it. Azruk can see through this darkness. If the darkness overlaps with an area of light created by a spell of 2nd level or lower, that light is dispelled.
Sable Tether. When a creature Azruk can see within 60 feet moves at least 10 feet, Azruk forces it to make a Wisdom saving throw. On a failure, the creature's speed becomes 0 until the end of the current turn as spectral chains of shadow coil around its legs.
2nd level
DarknessEvocation Azruk creates a 20-foot-radius sphere of darkness centered on a point within 90 feet. The sphere spreads around corners and lasts for up to 10 minutes with concentration. Normal darkvision cannot see through it, though Azruk can see through his own darkness.
Pact MagicVaries Azruk manipulates a creature's position, movement, or line of sight through occult force. He uses this magic primarily through his Sable Tether reaction and his battlefield-control abilities.
3rd level
Hunger of HadarConjuration A 20-foot-radius sphere of black void appears at a point within 150 feet and lasts for up to 1 minute with concentration. The area is difficult terrain and heavily obscured. Creatures inside take 2d6 cold damage at the start of their turns, and strange tentacles lash out at creatures that remain within it.
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