Angelic Weapons. Abraxas' weapon attacks are magical. When Abraxas hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. Abraxas knows if it hears a lie.
Magic Resistance. Abraxas has advantage on saving throws against spells and other magical effects.
Legendary Resistance. If Abraxas fails a saving throw, he can choose to succeed instead (3 per day).
The Creators Strength. Abraxas is stronger when he has his different gemstones with him (See lair for further information on how to beat this boss). He is not meant to be fought head on!
Multiattack. Abraxas can make two hammer attacks or two radiant bolt attacks on his turn.
Hammer. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (4d6 + 10) bludgeoning damage plus (5d8) radiant damage.
Radiant Bolt. Ranged Magic Attack: +12 to hit, range 120/480 ft., one target. Hit: 7 (3d8 + 10) bludgeoning damage plus (5d8) radiant damage.
Prismatic Retribution. When at full power, Abraxas can call from the power of creation to destroy his enemies. Roll a d6 to determine which color attack Abraxas will do, then roll a d3 to determine which attack from that color is used.
1 Red. These attacks focus damage on a specific person.
- Red Scythe. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: (10d8 + 10) slashing plus (5d8) radiant damage.
- Red Surge Blade. Ranged Magic Attack: +12 to hit, range 120 ft., one target. Hit: (12d10) psychic damage.
- Red Hatchets. Two Ranged Weapon Attacks: +10 to hit, range 120 ft., one target. Hit: (4d6) Slashing plus (5d8) radiant.
2 Orange. These attacks deal area of effect damage.
- Orange Radiant Pulse. All creatures within 120 ft. of Abraxas must succeed on a con saving throw (dc 20) or take (10d8) radiant damage as godlike energy surges outward from Abraxas. Creatures take half as much damage if they succeed.
- Orange Flare. All Creatures within 120 ft. of Abraxas must succeed on a dexterity saving throw (dc 18) or take (14d8) fire damage as flames flare upward from the ground. Creatures take half damage if they succeed.
- Orange Wave. All creatures within 120 ft. of Abraxas must succeed on a strength saving throw (dc 24) or take (8d8) bludgeoning damage and be knocked back 30 ft. Creatures take half damage if they succeed and are only knocked back 10 ft.
3 Yellow. These attacks reduce statistics of those hit with them.
- Strength Sap. One creature at random is absorbed in a yellow light. That creature must succeed on a constitution saving throw (dc 20) or have their strength and dexterity decreased by 1d8 for 1d4 turns.
- Mind Sap. One creature at random is absorbed in a yellow light. That creature must succeed on a constitution (dc 20) saving throw or have their intelligence and wisdom decreased by 1d8 for 1d4 turns.
- Beauty Sap. One creature at random is absorbed in a yellow light. That creature must succeed on a constitution saving throw (dc 20) or have their charisma and constitution decreased by 1d8 for 1d4 turn.
4 Green. These attacks directly influence creatures hit points.
- Health Shift. The creature within 120 ft. of Abraxas with the most hit points must succeed on a constitution saving throw (dc 20) or have their hit points reduced to one. Their hit points are then evenly distributed amongst all of the other creatures around including Abraxas. On a success, half of the creatures hit points are reduced and distributed to the others.
- Life Wail. The creature with the highest hit points must succeed on a constitution saving throw (dc 20) or have their hit points divided by 1d10. On a success, the creatures hit points is reduced by 1d10 divided by two rounded down.
- Constitutional Slam. The creature with the lowest hit points must succeed on a constitution saving throw (dc 20) or have their hit point maximum reduced to their current hit points. On a success, their hit point maximum is not reduced but they will still take 4d8 necrotic damage.
5 Blue. These attacks effect the action economy of the party.
- Stasis Tendrils. Tendrils sprout up all around the creatures within 120 ft. of Abraxas, restricting their effectiveness. No creature within this radius can take reactions for 1d4 turns.
- Mind Numbing Radiance. A blast of energy surges outward from Abraxas, causing creatures within 120 ft. of him to go numb. Creatures within the radius can not use actions for 1d4 turns, but reactions and bonus actions are still available.
- Slowed Pulse. Abraxas' own heartbeat radiates outward, slowing the heartrates of creatures within 120 ft. of him. Creatures within this radius can not use bonus actions for 1d4 turns.
6 Purple. These attacks debuff creatures.
- Slowing Flow. The image of tranquil waters flow from Abraxas. Any creature within 120. ft. of Abraxas must succeed on a wisdom saving throw (dc 20) or have their speed reduced to 0 for 1d4 turns.
- Poisonous Aura. The air around Abraxas gets more toxic as the fight goes on. Each creature within 120 ft. of Abraxas must succeed on a constitution saving throw (dc 20) or be poisoned.
- Charming Presence. Abraxas fills your mind. Each creature within 120 ft. of Abraxas must succeed on a wisdom saving throw (dc 20) or be charmed.
Holy Retribution. When hit by an attack, Abraxas can use his reaction to make a hammer attack against the attacker.
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Righteous indignation (Costs 1 action). Abraxas uses his hammer attack or his Radiant Bolt attack.
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Color Wheel (Costs 2 actions). Abraxas uses his prismatic retribution attack.
Lair and Lair Actions
Abraxas' Prismatic Time Hole
Abraxas lives his life in the elemental chaos, which he has molded into a pure fabrication of creation. This extradimensional space is built with slowly moving aurora colors. These colors represent the beauty of true creation.
Abraxas must be fought in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Abraxas takes a lair action to cause one of the following effects; Abraxas can’t use the same effect two rounds in a row.
- Each creature in the lair (excluding Abraxas) must succeed on a constitution saving throw (dc 15) or be blinded until the end of their next turn.
- Each creature in the lair (excluding Abraxas) must succeed on a constitution saving throw (dc 15) or be stunned until the end of their next turn.
- Each creature is outlined in a bright light. All attacks are made with advantage until the next lair effect.
Other Lair Features
The lair has six different crystals spaced evenly apart 60 ft. from the center. These crystals are each a different color. The colors are as follows: Red, orange, yellow, green, blue, and purple. Each crystal has the following features:
- AC 15
- 100 HP
- Immunity to psychic damage
When a crystal is destroyed, Abraxas is weakened. These effects happen when a crystal is destroyed:
- Abraxas' armor class goes down by 5
- Abraxas' max HP is lowered by 550
- When using prismatic retribution and Abraxas roles for the color of crystal that was destroyed, he must roll again to determine his attack.
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