Azrael (The Angel of Death)
The Entropic Balsareph, The Grim Reaper
Medium Undead (Angel, Evil, Extraplanar, Fallen, Incorporeal)
Hit Dice: 177d100 (35,400 hp)
Initiative: +170 (12 evil eye, +58 Dex, +32 divine, +8 Superior Initiative, +60 luck)
Speed: Fly 54,000 ft. (perfect)
Armor Class: 391 (+113 deflection, +12 evil eye, +58 Dex, +32 divine, +106 insight, +60 luck), touch 391, flat footed 227
Base Attack/Grapple: +177/+395
Attack: Claw or Slam +396 melee (10d10 + 205 plus 10d10 divine fire plus 354d20+113 negative energy /19-20)
Full Attack: 6 claws or slams +396 melee (10d10 + 205 plus 10d10 divine fire plus 354d20+113 negative energy /19-20), and 6 wings +391 melee (8d6 + 205 plus 8d6 divine fire plus 354d20+113 negative energy)
Space/Reach: 5 ft./5 ft.
Special Attacks: Androgyne ray, authority, death's visage, divine fire, ray of damnation, spell-like abilities, spells, stasis touch, the light of the fallen, the hand of death, trap the soul, wrath of the fallen
Special Qualities: Angelic traits (first choir - fallen), cosmic string, damage reduction 150/cursed and epic (85/ - ), divine traits (old one), dread aura, evil eye, fast healing 100, horrific visage, immunity to magic, infinity halo, luck, overshadow, phylactery transferance, rejuvenation, regeneration 85, slipstream, sonic resistance 100, spell resistance 291, turn resistance +204, undead traits, unholy messiah, seven virtual size categories
Saves: Fort +194, Ref +252, Will +300
Abilities: Str 236 (Ghostly Grasp), Dex 126, Con - , Int 207, Wis 223, Cha 236
Skills: Omnicompetant - All skills 212 + ability bonus
Feats: Awesome Blow, Combat Reflexes, Cleave, Eschew Materials, Empower Spell, Enlarge Spell, Extend Spell, Great Cleave, Greater Spell Penetration, Heighten Spell, Improved Bull Rush, Improved Critical (slam, wing), Improved Initiative, Improved Natural Attack (slam), Maximize Spell, Multiattack, Power Attack, Quicken Spell, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (slam), Widen Spell
Epic Feats: Automatic Metamagic Capacity (x30), Blinding Speed, Dark Speech, Devastating Critical (slam, wing), Dire Charge, Enhance Spell, Epic Prowess, Epic Spellcasting, Great Smiting, Ignore Material Components, Metamagic Freedom, Overwhelming Critical (slam, wing), Spectral Strike, Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 288
Treasure: Quadruple standard plus Black Bible of Insidious Hypocrisy
Alignment: Always neutral evil
Advancement: 178-255 (Large), 256-265 (Huge)
Level Adjustment: +277
[Assuming you do not die when you gaze upon him] This creature resembles an incredibly horrifying, perpetually rotting human male at the center of a miniature shadowy star. He has six skeletal arms, each gently poised. His emotions are unreadable, as if simultaneously he can show antipathy and sympathy. Six devastating black wings bloom from his back, catching the torrential light like perfectly polished mirrors. You have never witnessed a more terrifying creature, even his motion is imposing as if embroiled in some choreographed pavane of subtle violence. His six voices call out to your soul. As he approaches, you feel your essence being torn from your body and you sense that before this moment you failed to understand the true meaning of death.
Azrael, sometimes known as The Angel of Death, is a manifestation of the power of entropy itself. For eons past he had fulfilled the role of the reaper, who sought out and battled gods for no other reason than to watch them die. Now his role is involved with preserving the cosmic balance. Unlike his lesser kindred, he does not rest and probably never will. As he is oppossed by forces on all sides, he slaughters all who dare interfere with him. While this does not mean he blindly kills, it does mean he is very discerning and practical. Viewing his own existance as a humorous irony, he holds not bitterness towards any immortal, nor any mortal. But still his greatest enemies yet remain the forces of good. For the multitude of them see death as an evil, albeit necessary at times, but an evil nonetheless.
Azrael, is 7 feet tall, with an 21 foot wingspan, and weighs nothing due to his incorporeal nature.
Combat
Azrael was once one of the cosmic champions of the first choir and as such is an awesome combatants. Assuming the opponent makes it past Azrael’s horrific visage ability, each of his six arms can act independently to either attack, cast spells, or use his light of the fallen ability. Not overly fond of even the fallen, he has forsaken other angels entirely, and fiends right along with them. While he certainly remains rotton to the core, he prefers to keep to himself. All other just anoy him.
Azrael’s natural weapons, as well as any weapons he wields are treated as evil-aligned and epic for the purpose of overcoming damage reduction. Although Azrael, can bite someone, he prefers to use his more potent abilities. In the even that he does bite someone, he inflicts damage as appropriate as well as poison similar to that of a pit fiend's. This venom is said to be the concentration of his dire essences.
Androgyne Ray (Su): Azrael can project a ray of darkness which will cause the target to permanently change sex. The ray has a range of sight and there is no save for this effect.
Angelic Traits (First Choir - Fallen):
- Hit Dice change to d100’s. Maximum hit points per die. Total hit points always doubled (regardless of where they are).
- Clairaudience/clairvoyance over the entire layer. As well as darkvision and low-light vision.
- Immunities: Ability damage or drain, acid, cold, disease, electricity, energy drain, fire, paralysis, petrification, poison, sleep, stunning and death from massive damage. They are immune to non-epic magic and all abjuration, conjuration, enchantment, illusion, necromantic and transmutation magic.
- Omnicompetent (Ex): Azrael knows all skills and has maximum ranks in each.
- Protective Aura (Su):This aura acts as an octuple strength magic circle against good (+16 deflection and +16 resistance bonuses) and a anti-magic field (that doesn’t impede your magic) for anyone within its area of effect. Both effects have a radius of 7480 ft. (caster level 269th). This aura can be dispelled (by epic magic), but Azrael can create it again as a free action on its next turn.
- Spell-like Abilities (Sp): At will - astral projection, etherealness, greater teleport, plane shift, shapechange . Caster Level 269th. The save DCs are Charisma-based.
Authority (Su): Azrael's voice is the voice of all leaders. Anyone hearing it is affected by rulership (as per a rod of epic rulership). Up to 1600 Hit Dice within a 7480 feet radius can be affected. Those with an Intelligence of 17 or greater can make a Will saving throw (DC 315) to negate the effect. The save DC is Charisma-based.
Cosmic String (Ex): Azrael can only be permanently destroyed by a being of equal or greater stature to themselves. Otherwise he rejuvenates within 1d10 rounds.
Death's Visage (Su):In addition to his protective aura, those who gaze upon Azrael’s rotting form may be destroyed utterly. Not for nothing is Azrael known as The Angel of Death, for the very sight of him can overwhelm lesser opponents causing them to explode with pure entropy. Anyone within a 500 ft. radius of Azrael is instantly obliterated unless they currently have 88 Hit Dice or more. There is no saving throw for this affect. Azrael can block this effect by using four of his wings to cloak itself, each wing used in this manner reduces the effect by 22 Hit Dice.
Divine Fire (Su): Azrael is wreathed in a black flame tinged with shadow. This energy, also known as quintessence, or the fifth element deals divine fire damage. Anyone grappling with, or being struck by one of Azrael’s natural weapons suffers an additional amount of divine fire damage equal to the base damage dice of the attack. If Azrael scores a critical hit with its natural weaponry this damage is also doubled.
Divine Traits (Ex): Azrael is effectively an old one and as such adds a +32 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.
Dread Aura (Su): Azrael is shrouded in an aura of death and weakness. Any creature within a radius equal to 100 feet + 10 feet/Hit Dice, is affected as if by a symbol of death and a symbol of weakness, however there is no hit point limit for these effects. All targets must make a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma modifier (DC 315)) every round they are within the area to avoid the effect.
Evil Eye (Ex): Opponents of Azrael suffer a -12 luck penalty to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); damage rolls; difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws, spell resistance and turn resistance (if applicable). This effect has a range of 400 ft. + 40 ft./Hit Dice and there is no save.
Horrific Visage (Su): In addition to his protective aura, Azrael radiates an aura of sheer horror. All hostile targets within 7480 ft. radius of Azrael must make a Will save (DC 315) each round or be charmed. The save DC is Charisma-based.
- Immunity to Magic (Ex): Azrael is immune to all spells, spelllike abilities and supernatural effects except as follows:
- A dispel evil spell deals 1 point of damage per spell level.
- Holy smite affects the Azrael normally.
- A shatter spell affects the Azrael as if it were a crystalline creature, but deals only half normal damage (then apply sonic resistance).
Incorporeal Traits: Can be harmed only by other incorporeal creatures, or magic weapons, with a 50% chance to ignore damage from any corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Infinity Halo (Su): This double halo of shadow represents the closed circle of energy. This allows Azrael to transcend the normal limitations of magic and as such can draw upon spells from any source, be they arcane, divine, druidic or even psionic.
Luck (Ex): Azrael adds a +60 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); damage rolls; difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws, spell resistance and turn resistance (if applicable).
Overshadow (Su): As a standard action, Azrael can sacrifice one of its captured immortal spirits to wrap a shroud of death around a single opponent. This attack deals damage equal to the Azrael’ own full hit point total (no save) and has a range of 100 feet + 10 feet/Hit Dice.
Phylacteric Transference (Su): Any items kept in close proximity (within 1 foot per Hit Dice) to Azrael’s phylactery transfer all their benefits to Azrael regardless of the distance between Azrael and its phylactery. Standard limits on types of items apply.
Ray of Damnation (Su): The ultimate purpose of Azrael is to convert the righteous to wickedness before they die. To this end he can deliver a ranged touch attack with a range of 12,000 feet. Targets struck by this beam have their alignment changed to evil. There is no save for this ability, however, those beyond morality, such as beings with the apostasy power are immune.
Regeneration (Su): Azrael takes normal damage from good-aligned artifacts, and from epic spells or effects with the good descriptor.
Rejuvenation (Ex): When Azrael is destroyed, he immediately rejuvenates to full hit points, by sacrificing one of the immortal spirits trapped within its soul gems. Typically Azrael will have 2d4 captured immortal spirits within his soul gems when encountered. Only the spirits of true immortals (demi-deities and above) can bestow the ability to rejuvenate upon Azrael.
Skills: Azrael receives a +100 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive and Spot checks.
Slipstream (Su): Azrael cannot be affected by temporal magic unless he so wishes, neither can he be undermined by time travel.
Spell-like Abilities: At will - alter self, animate dead, astral projection, create greater undead, death knell, destruction, enervation, greater dispel magic, greater teleport, harm, meteor swarm, miracle, planeshift, prismatic sphere, slay living, telekinesis, wish; 3/day - living fire, rain of fire, wail of the banshee; 1/day - ruin; 2/week - vengeful gaze of god; 1/week - momento mori.. Caster Level 269th. The save DC is Charisma-based. *As living lightning except fire instead of electrical damage.
Spells: As 88th-level Clerics (Caster Level 269th) with access to two of the following domains: Death, Destruction, and Evil. The save DCs are Wisdom based.
Typical Cleric Spells Prepared (6/32/32/32/32/31/30/30/30/29; save DC 220 + spell level): Duplicates any 0-8th level divine spell or 0-7th level arcane spell using its miracle spell-like ability. Other than this, nothing is truly typical for Azrael. Epic spells per day: (24)
Epic spells known: contingent resurrection, dreamscape, eidolon, epic counterspell, epic mage armor, epic repulsion, epic spell reflection, greater ruin, kinetic control, let go of me, living fire, mass frog, momento mori, nailed to the sky, peripety, rain of fire, raise island, safe time, soul dominion, soul scry, spell worm, superb dispelling, thrice unholy, time duplicate.
Stasis Touch (Su): As temporal stasis except a supernatural ability. Any creature touched by Azrael must make a Fortitude save (DC 10 + 1/2 Hit Dice + its Charisma modifier (DC 315)) or be placed in suspended animation.
The Light of the Fallen (Su): Each hand of Azrael can emit a line of divine fire dealing 88d100 damage (average 4488) up to a range of 480 feet. Targets can make a Reflex save (DC 315) for half damage. Each hand can emit this divine fire once every 1d3 rounds. The save DC is Charisma-based.
The Hand of Death (Ex): Azrael’s touch attack uses negative energy to deal 2d20 points of damage for every Hit Dice Azrael possesses. Azrael adds his Charisma bonus to the damage.
Trap the Soul (Su): Azrael can trap even immortal spirits. To use this power he selects any target within 1500 feet. The target is allowed a Fortitude save (DC 10 + 1/2 Hit Dice + its Charisma modifier (DC 315)). If the target makes its save half its levels are drained. If the target fails its save, its spirit is trapped within one of Azrael’s 8 soul gems. Azrael can only capture eight spirits or souls at any given time., one per soul gem. Mortal souls or spirits weaker than demi-deity are devoured within a single day. Those of capture immortals of demi-deity or above are used to fuel Azrael’s overshadow and rejuvenation abilities.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind affecting effects, and any effect requiring a fortitude save that doesn’t unless it also works on objects. Not subject to critical hits, nonlethal damage, ability drain or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity and Constitution), as well as to fatigue and exhaustion effects. Healed by negative energy. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised, resurrection works only if creature is willing.
Unholy Messiah (Su): Azrael cannot be harmed, either willingly or unwillingly, by any being of evil alignment unless it wields power akin to an elder one or above.
Wrath of the Fallen (Su): Should he so desire, Azrael's gaze can deal 88d100 divine fire damage (average 4488) to any targets within a radius of 240 feet. Victims appear to spontaneously combust. This power can be raised or lowered as a free action. Azrael can use this power as an attack action, which opponents may face up to 2 times per round, once on their own action, and once on Azrael's action.
Possessions: Azrael carries a Black Bible of Insidious Hypocrisy
Black Bible of Insidious Hypocrisy (Minor Artifact)
Description:These ancient scriptures hold the sum of all fallen angelic knowledge since before time began. Two massive violet gem encrusted black rods contain the knowledge which when pulled apart, bleeding diagrams and sigils appear in the space between the rods as if the symbols were written upon invisible vellum.
Powers: Any being opening the scroll, requiring two hands, knows the abilities, powers and weaknesses of any opponent that has ever been encountered or interacted with in any way by a fallen angel. In which case any enemy of the holder of the scroll gains a - 32 insight penalty on to its: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance equal to their Wisdom modifier. If the foe has never before been encountered by any fallen angel then no insight bonus is gained until a subsequent meeting between the two takes place. Should the fallen seraphim choose to use the scroll, it cannot make any slam attacks. The effects of this artifact is not included in its stat block.
The Entropic Balsareph, The Grim Reaper
Medium Undead (Angel, Evil, Extraplanar, Fallen, Incorporeal)
Hit Dice: 177d100 (35,400 hp)
Initiative: +170 (12 evil eye, +58 Dex, +32 divine, +8 Superior Initiative, +60 luck)
Speed: Fly 54,000 ft. (perfect)
Armor Class: 391 (+113 deflection, +12 evil eye, +58 Dex, +32 divine, +106 insight, +60 luck), touch 391, flat footed 227
Base Attack/Grapple: +177/+395
Attack: Claw or Slam +396 melee (10d10 + 205 plus 10d10 divine fire plus 354d20+113 negative energy /19-20)
Full Attack: 6 claws or slams +396 melee (10d10 + 205 plus 10d10 divine fire plus 354d20+113 negative energy /19-20), and 6 wings +391 melee (8d6 + 205 plus 8d6 divine fire plus 354d20+113 negative energy)
Space/Reach: 5 ft./5 ft.
Special Attacks: Androgyne ray, authority, death's visage, divine fire, ray of damnation, spell-like abilities, spells, stasis touch, the light of the fallen, the hand of death, trap the soul, wrath of the fallen
Special Qualities: Angelic traits (first choir - fallen), cosmic string, damage reduction 150/cursed and epic (85/ - ), divine traits (old one), dread aura, evil eye, fast healing 100, horrific visage, immunity to magic, infinity halo, luck, overshadow, phylactery transferance, rejuvenation, regeneration 85, slipstream, sonic resistance 100, spell resistance 291, turn resistance +204, undead traits, unholy messiah, seven virtual size categories
Saves: Fort +194, Ref +252, Will +300
Abilities: Str 236 (Ghostly Grasp), Dex 126, Con - , Int 207, Wis 223, Cha 236
Skills: Omnicompetant - All skills 212 + ability bonus
Feats: Awesome Blow, Combat Reflexes, Cleave, Eschew Materials, Empower Spell, Enlarge Spell, Extend Spell, Great Cleave, Greater Spell Penetration, Heighten Spell, Improved Bull Rush, Improved Critical (slam, wing), Improved Initiative, Improved Natural Attack (slam), Maximize Spell, Multiattack, Power Attack, Quicken Spell, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (slam), Widen Spell
Epic Feats: Automatic Metamagic Capacity (x30), Blinding Speed, Dark Speech, Devastating Critical (slam, wing), Dire Charge, Enhance Spell, Epic Prowess, Epic Spellcasting, Great Smiting, Ignore Material Components, Metamagic Freedom, Overwhelming Critical (slam, wing), Spectral Strike, Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 288
Treasure: Quadruple standard plus Black Bible of Insidious Hypocrisy
Alignment: Always neutral evil
Advancement: 178-255 (Large), 256-265 (Huge)
Level Adjustment: +277
[Assuming you do not die when you gaze upon him] This creature resembles an incredibly horrifying, perpetually rotting human male at the center of a miniature shadowy star. He has six skeletal arms, each gently poised. His emotions are unreadable, as if simultaneously he can show antipathy and sympathy. Six devastating black wings bloom from his back, catching the torrential light like perfectly polished mirrors. You have never witnessed a more terrifying creature, even his motion is imposing as if embroiled in some choreographed pavane of subtle violence. His six voices call out to your soul. As he approaches, you feel your essence being torn from your body and you sense that before this moment you failed to understand the true meaning of death.
Azrael, sometimes known as The Angel of Death, is a manifestation of the power of entropy itself. For eons past he had fulfilled the role of the reaper, who sought out and battled gods for no other reason than to watch them die. Now his role is involved with preserving the cosmic balance. Unlike his lesser kindred, he does not rest and probably never will. As he is oppossed by forces on all sides, he slaughters all who dare interfere with him. While this does not mean he blindly kills, it does mean he is very discerning and practical. Viewing his own existance as a humorous irony, he holds not bitterness towards any immortal, nor any mortal. But still his greatest enemies yet remain the forces of good. For the multitude of them see death as an evil, albeit necessary at times, but an evil nonetheless.
Azrael, is 7 feet tall, with an 21 foot wingspan, and weighs nothing due to his incorporeal nature.
Combat
Azrael was once one of the cosmic champions of the first choir and as such is an awesome combatants. Assuming the opponent makes it past Azrael’s horrific visage ability, each of his six arms can act independently to either attack, cast spells, or use his light of the fallen ability. Not overly fond of even the fallen, he has forsaken other angels entirely, and fiends right along with them. While he certainly remains rotton to the core, he prefers to keep to himself. All other just anoy him.
Azrael’s natural weapons, as well as any weapons he wields are treated as evil-aligned and epic for the purpose of overcoming damage reduction. Although Azrael, can bite someone, he prefers to use his more potent abilities. In the even that he does bite someone, he inflicts damage as appropriate as well as poison similar to that of a pit fiend's. This venom is said to be the concentration of his dire essences.
Androgyne Ray (Su): Azrael can project a ray of darkness which will cause the target to permanently change sex. The ray has a range of sight and there is no save for this effect.
Angelic Traits (First Choir - Fallen):
- Hit Dice change to d100’s. Maximum hit points per die. Total hit points always doubled (regardless of where they are).
- Clairaudience/clairvoyance over the entire layer. As well as darkvision and low-light vision.
- Immunities: Ability damage or drain, acid, cold, disease, electricity, energy drain, fire, paralysis, petrification, poison, sleep, stunning and death from massive damage. They are immune to non-epic magic and all abjuration, conjuration, enchantment, illusion, necromantic and transmutation magic.
- Omnicompetent (Ex): Azrael knows all skills and has maximum ranks in each.
- Protective Aura (Su):This aura acts as an octuple strength magic circle against good (+16 deflection and +16 resistance bonuses) and a anti-magic field (that doesn’t impede your magic) for anyone within its area of effect. Both effects have a radius of 7480 ft. (caster level 269th). This aura can be dispelled (by epic magic), but Azrael can create it again as a free action on its next turn.
- Spell-like Abilities (Sp): At will - astral projection, etherealness, greater teleport, plane shift, shapechange . Caster Level 269th. The save DCs are Charisma-based.
Authority (Su): Azrael's voice is the voice of all leaders. Anyone hearing it is affected by rulership (as per a rod of epic rulership). Up to 1600 Hit Dice within a 7480 feet radius can be affected. Those with an Intelligence of 17 or greater can make a Will saving throw (DC 315) to negate the effect. The save DC is Charisma-based.
Cosmic String (Ex): Azrael can only be permanently destroyed by a being of equal or greater stature to themselves. Otherwise he rejuvenates within 1d10 rounds.
Death's Visage (Su):In addition to his protective aura, those who gaze upon Azrael’s rotting form may be destroyed utterly. Not for nothing is Azrael known as The Angel of Death, for the very sight of him can overwhelm lesser opponents causing them to explode with pure entropy. Anyone within a 500 ft. radius of Azrael is instantly obliterated unless they currently have 88 Hit Dice or more. There is no saving throw for this affect. Azrael can block this effect by using four of his wings to cloak itself, each wing used in this manner reduces the effect by 22 Hit Dice.
Divine Fire (Su): Azrael is wreathed in a black flame tinged with shadow. This energy, also known as quintessence, or the fifth element deals divine fire damage. Anyone grappling with, or being struck by one of Azrael’s natural weapons suffers an additional amount of divine fire damage equal to the base damage dice of the attack. If Azrael scores a critical hit with its natural weaponry this damage is also doubled.
Divine Traits (Ex): Azrael is effectively an old one and as such adds a +32 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.
Dread Aura (Su): Azrael is shrouded in an aura of death and weakness. Any creature within a radius equal to 100 feet + 10 feet/Hit Dice, is affected as if by a symbol of death and a symbol of weakness, however there is no hit point limit for these effects. All targets must make a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma modifier (DC 315)) every round they are within the area to avoid the effect.
Evil Eye (Ex): Opponents of Azrael suffer a -12 luck penalty to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); damage rolls; difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws, spell resistance and turn resistance (if applicable). This effect has a range of 400 ft. + 40 ft./Hit Dice and there is no save.
Horrific Visage (Su): In addition to his protective aura, Azrael radiates an aura of sheer horror. All hostile targets within 7480 ft. radius of Azrael must make a Will save (DC 315) each round or be charmed. The save DC is Charisma-based.
- Immunity to Magic (Ex): Azrael is immune to all spells, spelllike abilities and supernatural effects except as follows:
- A dispel evil spell deals 1 point of damage per spell level.
- Holy smite affects the Azrael normally.
- A shatter spell affects the Azrael as if it were a crystalline creature, but deals only half normal damage (then apply sonic resistance).
Incorporeal Traits: Can be harmed only by other incorporeal creatures, or magic weapons, with a 50% chance to ignore damage from any corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Infinity Halo (Su): This double halo of shadow represents the closed circle of energy. This allows Azrael to transcend the normal limitations of magic and as such can draw upon spells from any source, be they arcane, divine, druidic or even psionic.
Luck (Ex): Azrael adds a +60 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); damage rolls; difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws, spell resistance and turn resistance (if applicable).
Overshadow (Su): As a standard action, Azrael can sacrifice one of its captured immortal spirits to wrap a shroud of death around a single opponent. This attack deals damage equal to the Azrael’ own full hit point total (no save) and has a range of 100 feet + 10 feet/Hit Dice.
Phylacteric Transference (Su): Any items kept in close proximity (within 1 foot per Hit Dice) to Azrael’s phylactery transfer all their benefits to Azrael regardless of the distance between Azrael and its phylactery. Standard limits on types of items apply.
Ray of Damnation (Su): The ultimate purpose of Azrael is to convert the righteous to wickedness before they die. To this end he can deliver a ranged touch attack with a range of 12,000 feet. Targets struck by this beam have their alignment changed to evil. There is no save for this ability, however, those beyond morality, such as beings with the apostasy power are immune.
Regeneration (Su): Azrael takes normal damage from good-aligned artifacts, and from epic spells or effects with the good descriptor.
Rejuvenation (Ex): When Azrael is destroyed, he immediately rejuvenates to full hit points, by sacrificing one of the immortal spirits trapped within its soul gems. Typically Azrael will have 2d4 captured immortal spirits within his soul gems when encountered. Only the spirits of true immortals (demi-deities and above) can bestow the ability to rejuvenate upon Azrael.
Skills: Azrael receives a +100 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive and Spot checks.
Slipstream (Su): Azrael cannot be affected by temporal magic unless he so wishes, neither can he be undermined by time travel.
Spell-like Abilities: At will - alter self, animate dead, astral projection, create greater undead, death knell, destruction, enervation, greater dispel magic, greater teleport, harm, meteor swarm, miracle, planeshift, prismatic sphere, slay living, telekinesis, wish; 3/day - living fire, rain of fire, wail of the banshee; 1/day - ruin; 2/week - vengeful gaze of god; 1/week - momento mori.. Caster Level 269th. The save DC is Charisma-based. *As living lightning except fire instead of electrical damage.
Spells: As 88th-level Clerics (Caster Level 269th) with access to two of the following domains: Death, Destruction, and Evil. The save DCs are Wisdom based.
Typical Cleric Spells Prepared (6/32/32/32/32/31/30/30/30/29; save DC 220 + spell level): Duplicates any 0-8th level divine spell or 0-7th level arcane spell using its miracle spell-like ability. Other than this, nothing is truly typical for Azrael. Epic spells per day: (24)
Epic spells known: contingent resurrection, dreamscape, eidolon, epic counterspell, epic mage armor, epic repulsion, epic spell reflection, greater ruin, kinetic control, let go of me, living fire, mass frog, momento mori, nailed to the sky, peripety, rain of fire, raise island, safe time, soul dominion, soul scry, spell worm, superb dispelling, thrice unholy, time duplicate.
Stasis Touch (Su): As temporal stasis except a supernatural ability. Any creature touched by Azrael must make a Fortitude save (DC 10 + 1/2 Hit Dice + its Charisma modifier (DC 315)) or be placed in suspended animation.
The Light of the Fallen (Su): Each hand of Azrael can emit a line of divine fire dealing 88d100 damage (average 4488) up to a range of 480 feet. Targets can make a Reflex save (DC 315) for half damage. Each hand can emit this divine fire once every 1d3 rounds. The save DC is Charisma-based.
The Hand of Death (Ex): Azrael’s touch attack uses negative energy to deal 2d20 points of damage for every Hit Dice Azrael possesses. Azrael adds his Charisma bonus to the damage.
Trap the Soul (Su): Azrael can trap even immortal spirits. To use this power he selects any target within 1500 feet. The target is allowed a Fortitude save (DC 10 + 1/2 Hit Dice + its Charisma modifier (DC 315)). If the target makes its save half its levels are drained. If the target fails its save, its spirit is trapped within one of Azrael’s 8 soul gems. Azrael can only capture eight spirits or souls at any given time., one per soul gem. Mortal souls or spirits weaker than demi-deity are devoured within a single day. Those of capture immortals of demi-deity or above are used to fuel Azrael’s overshadow and rejuvenation abilities.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind affecting effects, and any effect requiring a fortitude save that doesn’t unless it also works on objects. Not subject to critical hits, nonlethal damage, ability drain or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity and Constitution), as well as to fatigue and exhaustion effects. Healed by negative energy. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised, resurrection works only if creature is willing.
Unholy Messiah (Su): Azrael cannot be harmed, either willingly or unwillingly, by any being of evil alignment unless it wields power akin to an elder one or above.
Wrath of the Fallen (Su): Should he so desire, Azrael's gaze can deal 88d100 divine fire damage (average 4488) to any targets within a radius of 240 feet. Victims appear to spontaneously combust. This power can be raised or lowered as a free action. Azrael can use this power as an attack action, which opponents may face up to 2 times per round, once on their own action, and once on Azrael's action.
Possessions: Azrael carries a Black Bible of Insidious Hypocrisy
Black Bible of Insidious Hypocrisy (Minor Artifact)
Description:These ancient scriptures hold the sum of all fallen angelic knowledge since before time began. Two massive violet gem encrusted black rods contain the knowledge which when pulled apart, bleeding diagrams and sigils appear in the space between the rods as if the symbols were written upon invisible vellum.
Powers: Any being opening the scroll, requiring two hands, knows the abilities, powers and weaknesses of any opponent that has ever been encountered or interacted with in any way by a fallen angel. In which case any enemy of the holder of the scroll gains a - 32 insight penalty on to its: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance equal to their Wisdom modifier. If the foe has never before been encountered by any fallen angel then no insight bonus is gained until a subsequent meeting between the two takes place. Should the fallen seraphim choose to use the scroll, it cannot make any slam attacks. The effects of this artifact is not included in its stat block.
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