Unstoppable. Abaddon has resistance to all forms of damage.
Flaming Aura. Abaddon has a constant flame engulfing him, causing 2d4 Fire damage and inflicting Frightened to any creature that gets within 5 feet that doesn't have fire resistance.
Magic Sword. Abaddon's Greatsword attacks are magical.
No Mercy. If a creature is knocked prone on Abaddon's turn, Abaddon gets a free melee weapon attack against that creature.
Legendary Resistance (5/day). If Abaddon fails a saving throw, it can chose to succeed instead.
Spellcasting. Abaddon is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +15 to hit with spell attacks). Abaddon can cast Counterspell at 3rd level at will and has these spells prepared:
Cantrips (at will): Fire Bolt,
1st level (5 slots): Detect Magic, Arms of Hadar, Burning Hands, Command, Guiding Bolt, Hex.
2nd level (5 slots): Blindness/Deafness, Continual Flame, Enthrall, Flame Blade, Heat Metal, Hold Person, Scorching Ray, See Invisibility.
3rd level (4 slots): Fear, Fireball, Slow, Vampiric Touch.
4th level (4 slots): Blight, Confusion, Wall of Fire, Staggering Smite
5th level (4 slots): Destructive Wave, Dominate Person, Flame Strike, Hold Monster.
6th level (3 slots): Disintegrate, Globe of Invulnerability.
7th level (3 slots): Delayed Blast Fireball, Finger of Death.
8th Level (3 slots): Power Word Stun.
9th level (3 slots): Meteor Swarm, Power Word Kill, Storm of Vengeance.
Multi-Attack. Abaddon can attack 5 times, only one of which can be fear.
Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 28 (4d8 + 10) slashing damage, and Hit: 28 (4d8 + 10) fire damage.
Fear. 3 Target creatures within 150ft must make a Wisdom saving throw DC15 or take (6d6) psychic damage and be Frightened until the end of their turn.
Stomp. All creatures within 15ft must make a dexterity saving throw DC18 or take (4d4 + 4) thunder damage, and be knocked prone. Flying creatures take full falling damage.
Abaddon can take 5 legendary actions, choosing form the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Abaddon regains spent legendary actions at the start of its turn.
Penetration (Costs 2 Actions). Target creature loses 8 AC until the start of their next turn.
Move. Abaddon can move his full movement.
Devour (Costs 4 Actions). All creatures in a 10ft radius must make a Con save DC18. Each creature that doesn't succeed takes 2d12 necrotic damage and Abaddon gains half that much.
Description
Abaddon is a Demon who's flesh has been melted and formed with a metal shell suited specifically to his anatomy. His years of torment ignited a fire in his heart that burned hotter than the fires he burned in for centuries. When he escaped his eternal imprisonment, he began creating a following with the demons in the demiplane of the Goddess Loviatar. He wrested control of the plane from it's creator, and now uses it as a headquarters for his demon army.
Abaddon has recently sought to expand his demonic empire to the material plane, where he hopes to bring the world under a new order of tyranny.
Abaddon's physical form mostly consists of a dark metal and flame with demonic runes decorating his metal body.
Lair and Lair Actions
Abaddon's Lair resides in an abandoned stone castle, known as Castle Embersol. The castle was recently rebuilt for Abaddon's purposes, being a headquarters for his demonic armies. His lair specifically resides in the throne room, a dim-lit large open room with stone pillars holding the ceiling up. Torches are the only light source other than the feint orange glow of Abaddon's body.
Lair Actions
On initiative count 1 (losing initiative ties), Abaddon takes a lair action to cause one of the following effects; Abaddon can’t use the same effect two rounds in a row:
- (Only usable after 5 rounds has passed and can be used no more than 10 times.) The ceiling begins to fall at random places in the throne room. Roll a d20, if the roll is above 12, characters within 10ft centered around a player of your choosing must make a Dexterity save of 18. On a fail, they take (4d12) Bludgeoning damage and are knocked prone underneath the rubble. On success, they are moved out of range of the falling ceiling in any direction the player chooses.
- (After the first lair action is all out of uses) Griffons begin to swarm the skies above Castle Embersol. Roll a d20, when lower than 10, a griffon swoops down and attacks Abaddon for 15 Slashing damage. When higher than 10, a griffon swoops down and attacks a random player.
Regional Effects
The region containing Abaddon's has the following effects:
- The sky becomes red with blue aurora borealis streaking across within 2 miles of Castle Embersol
- Random Demons of any CR below 15 can be found roaming about. never in packs greater than 3
If Abaddon dies, these effects fade instantly.
Not the despoiler. I'm off
Welp, this is a doozy. His counterspell might as well not exist, because at that level it won't work vs the wizard or sorc.
Funny enough, getting close to him is a dumb idea, not because he has 5 attacks with like, 50 average dmg, but the Frightened effect from his aura doesn't specify a save, or even a duration, so I assume it's permanent. Also he can just spam his fear attack so basically martial characters are just not even a thing this fight. His multiattack doesn't even specify which attacks he has to use... not like he'd do anything other than the greatsword.
Just, prepare heroes feast before the fight, fly like, 60ft, and throw down saving throw spells to exhaust his legendary resistance, his CHR save sucks, then planeshift him. He doesn't have that himself, so the going anywhere removes him from the game, but air or earth is your best bet. Also his form isn't immutable so polymorph is an option
His legendary actions are super op because he can apparently reduce your ac to like, 10 before you get your turn then hit you 5 times.
He notably lacks truesight, or even Devils sight, so magical darkness is actually a good option. Or a rogue with greater invisibility. That can chip him down, albeit slowly.
I don't see why he need an ability to regain health when he has over 1.4k effective hp 🤣🤣🤣