Large Undead, Lawful Evil
Armor Class 20 natural armor
Hit Points 405 (30d10 + 240)
Speed 40 ft., Fly 20 ft. (hover)
STR
26 (+8)
DEX
22 (+6)
CON
28 (+9)
INT
28 (+9)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws CON +16, INT +16, WIS +12, CHA +12
Skills Arcana +17, History +12, Intimidation +15, Religion +12
Damage Vulnerabilities Fire
Damage Resistances Damage from Spells
Damage Immunities Force, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft, Passive Perception 15
Languages all
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Abjuration Mastery. When Ἀσπίς casts an abjuration spell that requires him to make an ability check as a part of casting that spell (such as counterspell and dispel magic), he can add a +7 to that ability check.

Arcane Ward. Whenever Ἀσπίς cast an abjuration spell of 1st level or higher, Ἀσπίς can simultaneously use a strand of the spell's magic to create a magical ward on himself that lasts for 24 hours. The ward has a hit point maximum of 50. Whenever Ἀσπίς takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, Ἀσπίς takes any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever Ἀσπίς casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Innate Spellcasting. Ἀσπίς’s spell casting ability is Intelligence, (spell save DC 24, +16 to hit with attack spells). Ἀσπίς can innately cast the following spells, requiring no components.

At-will: All cantrips, abjuration spells of 6th level or lower, detect magic, witch bolt, silence, lightning bolt, slow, greater invisibility,        

5/day each: abjuration spells of 7th level or lower, animate dead, bestow curse, clairvoyance, dispel magic, hold person

3/day each: abjuration spells of 8th level or lower,contagion, enervation, telekinesis, wall of force, chain lightning, harm, teleport

1/day each: abjuration spells of 9th level or lower, (un)holy aura, feeblemind, astral projection, weird, wish,

Limited Magic Immunity. Unless Ἀσπίς wishes to be affected, he is immune to spells of 4th level or lower, and has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ἀσπίς’s weapon attacks are considered magical weapons for overcoming resistances.

Rejuvenation. If Ἀσπίς is reduced to 0 hit points his body explodes into magical power and crumbles to a pile of dust. Unless a wish is cast on the remains within 24 hours, Ἀσπίς raises, at full strength, within 5 feet of his remains.

Weave Rot. A creature that touches Ἀσπίς or hits him with a melee attack while within 10 feet of it must make a DC 24 Constitution saving throw, taking 24 (7d6) necrotic damage (which is included in it's attacks), its movement reduced by half, and it has disadvantage on all attack rolls and ability checks on a failure, or half as much damage on a success. The target must make an additional saving throw at the end of each of its turns. On the first failed save the targets AC is reduced by 5. On the second failed save, whenever the target casts a spell, they must first make a Constitution saving throw of 10 + the spells level or the casting is wasted. On the third failed save the the target is also reduced to 0 hit points and dies after 1 round and its body turns to dust. If the target succeeds on saving throw it removes the most recent condition. The target must continue making saving throws until all conditions are removed.

Actions

Multiattack. Ἀσπίς uses his dreadful glare and makes two slam attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 24 (7d6) force damage and the target must make a DC 24 Constitution saving throw or be inflicted with weave rot.

Despairing Glare. Ἀσπίς targets one creature he can see within 120 feet of him, that can also see him. The target must make a DC 23 Wisdom saving throw or become frightened for 1 minute. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target can attempt another saving throw at the end of each of its turns. If a target succeeds on a saving throw, or the effect ends for it, it is immune to Ἀσπίς’s despairing glare for the next 4 hours.

Ruin (Recharge 5-6).  Ἀσπίς selects one target he can see within 480 feet of him. The target must make a DC 23 Constitution saving throw, taking 52 (15d6) necrotic and 52 (15d6) force damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Spellcasting Mastery (recharge 4-6). Ἀσπίς can use his bonus action to cast a spell

Meta-magic. Ἀσπίς can use his bonus action to double the range of the next spell he casts.

Legendary Actions

Ἀσπίς 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. If Ἀσπίς has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Ἀσπίς regains spent legendary actions at the start of his turn.

Attack. Ἀσπίς makes a slam or despairing glare attack.

Move. Ἀσπίς moves up to half his speed.

Blasphemous Word (Cost 2 Actions). Ἀσπίς utters a word of power. Each creature within 30 feet of Ἀσπίς that can hear the word must succeed on a DC 23 Constitution saving throw or take 27 (6d8) psychic damage and be stunned until the end of Ἀσπίς's next turn.

Energy Drain (Cost 2 Actions). Each creature within 60 feet of Ἀσπίς must succeed on a DC 23 Constitution saving throw or take 10 (3d6) necrotic damage and Ἀσπίς regains hit points equal to the total necrotic damage taking by all targets.

Spell Casting (Cost 2 Actions). Ἀσπίς innately cast a spell.

Recharged Ruin (3 actions, 1/day). Ἀσπίς recharges ruin and uses it.

Lair and Lair Actions

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

  • Ἀσπίς gains a +5 bonus to his AC until initiative count 20 on the next round.
  • Each creature in the lair must make a Wisdom saving throw or take a -3 penalty to their AC until initiative count 20 on the next round.
  • Ἀσπίς gains 25 temporary hit points that last until this lair action is used again.
  • Ἀσπίς casts dispel magic at 8th level, originating at a point within 120 feet of himself. He doesn't need to see the effect's point of origin.

 

Regional Effects

Ἀσπίς's temple is warped by the strings of abjuration magic:

  • Creatures other than Ἀσπίς lose all temporary hit points after 1 minute.
  • Abjuration spells cast within the lair by creatures other than Ἀσπίς have a 25 percent chance to fail, wasting that spell's slot.
  • If a creature is ale to cast spells, they must make a Constitution saving throw each hour or lose a spell slot of 1st level or higher. Roll 1d8 to determine what level spell slot is lost.

If Ἀσπίς dies, these effects end immediately.

Habitat: DesertUnderdark

Keylith_The_Mage

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