Gargantuan Fiend, Chaotic Evil
Armor Class 25 natural armor
Hit Points 680 (33d20 + 330)
Speed 80 ft., Walk 80 ft.
STR
30 (+10)
DEX
16 (+3)
CON
30 (+10)
INT
19 (+4)
WIS
25 (+7)
CHA
21 (+5)
Saving Throws STR +19, CON +19, WIS +16, CHA +14
Skills Athletics +16, Insight +12, Perception +20
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Fire, Force, Necrotic
Condition Immunities Charmed, Frightened, Grappled, Poisoned, Restrained
Senses Darkvision +120 ft, Tremorsense +360 ft, Truesight +60 ft, Passive Perception 22
Languages All all, telepathy 240 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Internal Infernal Spellcasting. Allmauth's spellcasting ability is charisma (spell save DC 24). Allmauth can innately cast the following spells, requiring no material components.

At will: fire bolt, toll the dead
3/day each: fireball, vampiric touch, life transfer

1/day each: delayed blast fireball, finger of death

Actions

Multi Attack. Allmauth can break out into a fiery rage making 2 attacks per turn 3/day.

Axe Strike. Melee Weapon Attack: +19 to hit, reach 20 ft., 2 target. Hit: 40 3d12 + 12 slashing damage. The target must succeed on a DC 23 dexterity saving throw on a successful save half of the damage rolled is taken. On a failed save full damage of the strike is taken, in addition 1d12 necrotic damage is taken.

Chain Whip. Ranged Weapon Attack: +17 to hit, range 200/400 ft., 1 target. Hit: 30 3d8 + 9 bludgeoning damage. If the target is a creature or has a flammable object, the creature must succeed on a DC 20 dexterity saving throw. On a successful save the creature only takes 1d4 fire damage. On a failed saved the creature takes 1d8 fire damage and is ignited. Until the creature uses holy water to douse the fire the creature takes 1d12 fire damage at the start of each of its turns.

Reactions

Vitality Drain. When Allmauth is hit with a melee attack, a surge of necrotic energy is released dealing half the damage rounded down taken by Almmauth. 

Legendary Actions

Allmauth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Allmauth regains all spent legendary actions at the start of their turn.

Fearsome Axe Swing (costs 2 Actions). Allmauth makes 2 Axe strikes

Unhinging Roar. Allmauth roars intimidating creatures in a 120 foot radius with advantage.

Tectonic Jump. Almauth jumps in the air, once he lands he creates an earthquake dealing 3d12 bludgeoning damage.

Description

"Allmauth is not a demon lord or prince, he is unlike any being in the multiverse. Allmauth is no being at all, Allmauth is an event, an apocalypse, a horrific end to the sanity of mortals. He is the true and right master of the spiraling depths. If Demogorgon is a demon prince... then Allmauth is a demon king! He destroys nations with a roar, rips apart demi gods for fun. He is the nihilist of the abyss and the foil to the very essence of humanity. To live after an encounter with Allmauth isn't luck at all, it is a curse." Allmauth is a deep red in coloration with an aura of red shadow constantly surrounding him. He has a natural crown of horns with the largest of these horns being nearly double the size of his head. He has black eyes with red pupils and a mouth with thousands of sharp teeth. At the back of his mouth is an infinte black hole that consumes all that goes into it. He has long gorilla like arms with relatively normal sized humanoid legs. lastly he is 200 feet tall with a pair of bat wings that dwarf is body the wingspan of these are 600 feet total.

Lair and Lair Actions

Allmauths lair in the layer of the abyss called dtx aspasdx pqukx ip zeoqqz. and his temple is called 'Dtx dxkjqx ip dtx piyrawwxs pqukasf zeoqq!' This is a massive chapel built upon and out of the charred skeletons of long dead demons and humanoids. The temple is a thousand feet tall and dedicated entirely to himself. At the top of this temple is a throne room where he sits patiently waiting for mortals to visit so he can toy with their minds.

Lair Actions

On initiative count 20 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Allmauth causes a volcanic eruption all around his lair, which intimidates with advantage. Also this volcanic eruption spawns 3 wraiths that fight along side Allmauth
  • Allmauth shatters the floor below any amount of targets, creating a massive gorge in his lair. In between this gorge is a river of magma, the creature must succeed on a DC 20 dexterity saving throw, or fall into magma that deals 4d12 fire damage once per turn. The creatures that fall into this gorge cannot be attacked by any creature until they escape the gorge, they can do so with a DC 25 dexterity saving throw, on a failed save the creature takes an extra 2d12 necrotic damage stacked on top of the first part of the damage. On a successful saving throw the creature escapes the gorge.
  • Allmauth causes all armor and weapons to heat up near boiling point, creatures carrying weapons and armour made entirely out of metal must makes a DC 23 constitution saving throw or take 2d12 fire damage.

Regional Effects

The region containing Allmauth's lair is warped by his magic which creates one or more of the following effects:

  • Any humanoid creature that spends 1 hour within a 10 mile radius of his lair must succeed on a DC 25 Wisdom saving throw or go descend into madness. The creature must remake the DC 25 wisdom saving throw every hour or else they will descend into madness. This madness is judged based on the Allmauth madness table.
  • Any demons or tieflings with demonic blood not in service of Allmauth already are intimidated and must make a DC 23 wisdom saving throw or be intimidated into serving Allmauth. This service means that the demon will collect information on all other humanoids and demons not in service of Allmauth, and give it to Allmauth thus giving him advantage on his first attack roll of his round.

If Allmauth dies, these effects fade over the course of 3d12 days.

Allmauths madness table

If a creature goes mad in Allmauths lair or within the line of sight of Allmauth, roll on Allmauths madness table to determine the nature of the creatures madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

d100

01-10 "Allmauth is my faithful patron and I serve him with great joy."

11-21 "Allmauth has every mortal brainwashed, I must kill them all to ensure my survival."

22-33 "Allmauth is a myth, a fictitious tale nothing more then folk lore."

34-44 "Allmauth needs to die by my hand, to ensure that I gain control of his Layers of The Abyss."

45-55 "Allmauth has gifted me with abilties beyond any mortal. He has made me his loyal servant. Even though I hate him with all my heart I am sworn to carry his burdens and kill those who were once my allies."

56-66 "Allmauth has placed a second soul in my mortal body, but it is up to me if it is friend... or foe."

67-77 "Allmauth has ended all life on the material plane, thus I must give myself up to hopefully breathe life to the material plane once again.

78-89 "Allmauth is a mere human, a mortal. He is just a trickster using illusion magic to trick my group into thinking he is a demon prince.

90-0 "As iywxy di likjqxdx dtx yadouq, usw dtx busmoaztasf ip uqq kiyduqz as dtx kudxyauq jqusx, Xy kozd zokkis uqqkuodt di dtx kudxyauq jqusx usw uqqin tak di eaqq uqq tokusiawz aslqowasf kg zxqp."

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2018 7:43:39 AM
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8/1/2018 8:14:28 AM
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Monster Tags: Demon Lord

Habitat: MountainUrban

jcj100

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