Armor Class 18 (22 with HellFire + Mana Shielding)
Hit Points 234 (10d12)
Speed 80 ft.
STR
16 (+3)
DEX
17 (+3)
CON
15 (+2)
INT
23 (+6)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws DEX +9, CON +8, CHA +11
Skills Arcana +4, History +4
Damage Resistances Fire, Force, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting. The Abyssal Summon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: detect magic, disguise self

Spellcasting. The Abyssal Summon is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, mage hand

1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb

Possessed. This necromancer has taken the final step of a demon summoner, merging with a choice abyssal summon allowing two souls to possess 1 body. This gives the necromancer the incredible powers of the abyss as well as all the powers of a mage.

Ascended Mage. A cultivator whos reached the mortal limit of what's possible, then broken through it with a bond to a universal truth.

Second Tier Law; Memory. This law allows the bonded mage to exchange their memories for information and power possessed by its law, and all previous / current mages freely granting their memories. In addition to this the mage can cast Encode Thoughts at will. If the mage bound to this law is below A - ranked they may use their mana to attempt to forcefully pull memories and thoughts from a entity within sight (Heavens Door).

Knowledge Hoarder. Any exchanged memories and information is perfectly stored in the mages mind.

Turn Resistance. The Abyssal Summon has advantage on saving throws against any effect that turns undead.

Words of Terror. If the Abyssal Summon is talking to a humanoid alone for at least 1 minute, it can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw (DC 15) or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

Painless Existence. As the Abyssal Summon is attuned to constant agony of the Abyss, no non magical pain inflicted on it whilst on the material plane can phase it. This means that pain dealt to it with anything less than a 6th tier spell slot cannot break its concentration. 

Contorted Dexterity. As the Abyssal Summon is a possessed corpse. It is not limited to normal movements.The Abyssal Summon can twist its body in any manner it wishes to avoid attacks and achieve greater mobility (+ 2 Dexterity on acrobatics, or Dex saves. + 30ft of movement) In addition to this a Abyssal Summon gains 1d5 flesh molding attribute (1. flesh wings, 2. flesh claws 3. flesh tail, 4. spine whip, 5. acidic blood, look in Monster Characteristics for more information).

Actions

Multiattack. The Abyssal Summon can make 2 attacks during its turn.

Hellfire Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (1d10 + 5) slashing, (1d10 + 5) necrotic damage, and (1d10) fire damage.

Hellfire Orb. Ranged Magic Attack: +8 to hit, reach 150ft., area of effect 10ft. Hit: 25 (2d10 + 5) fire damage and (2d10 + 5) necrotic damage. Any targets within the area of effect must make a DC 15 Dex save throw, if succeeded the targets takes half.

Hellfire Shielding. Using a bonus action or reaction the Abyssal Summon may envelope itself in Hellfire. This increases its AC by + 1 and forces any Melee attackers to make a DC 15 constitution save. On failure - 2 is added to their attack roll total, and they take 4 (1d5 + 3) fire damage and 4 (1d5 + 3) necrotic damage. On success nothing is subtracted from their attack roll and they take half as much damage.

Commander of Undead.  Though a powerful fighter itself, the Abyssal Summon's greatest skill lies with controlling undead. Whilst a necromancer may be limited to lesser undead in moderate amounts, this creature can command up to 100 lesser undead, 50 basic undead, and 5 advanced undead with moderate ease depending on the type. Necromancers may grant Abyssal Summons control over their undead to decrease the amount of creatures they need to assert control over each day. 

Bonus Actions

Heavens Door (Memory Mage Exclusive). Using a bonus action will allow the mage to target a entity. Targeted entity will feel a presence tap on the edge of their mind. The entity must make a DC 20 wisdom saving throw if they wish to resist the tap into their mind (Saving throw doesn't apply if below 3 lvl's of caster). On permission or failure of the saving throw caster gains total access to present thoughts, continued permission or failure will result in more access:
- 1 Turn; Present thoughts
- 2 Turns; Recent memories
- 3 Turns; Notable experiences (important to target) 
- 4 Turns; All memories (Includes Sub-conscience ) of last 2 weeks
- 5 Turns; The last year
- 6 Turns; Last 5 years
(Increase time going back by 5 years each turn). 

Mage Flight. Using a bonus action a mage can fly using its flavour of mana. Congratulations! through intensive practise and hard work you've gained the ability to fly! As you are bound to the second tier node Memory your ability of flight is unique to your law. You focus on a distant memory felt by a body that isn't yours, imagining the freedom they felt when they learned to focus concentrated mana to create a cloud made of their thoughts below them. Using the same method you lift yourself to through the skys at incredible speed. 

Memory Shaping. You are magically attuned to thoughts and memories that you and all those before you have experienced. Using a bonus action you can pry a memory stored in your mind for an object no bigger than 1 pound. This can be anything, magically complex, simply designed, or anything in between. The restriction is the item has to have been held and thoroughly inspected by you or one of your predecessors. Any details you do not understand about it, or aren't adept at replicating yourself will result in the item being made lacking those aspects.  

 

Reactions

Hellfire Shielding. Using a bonus action or reaction the Abyssal Summon may envelope itself in Hellfire. This increases its AC by + 3 and forces any Melee attackers to make a DC 15 constitution save. On failure - 4 is added to their attack roll total, and they take 4 (1d5 + 3) fire damage and 4 (1d5 + 3) necrotic damage. On success - 2 is added to their attack roll total, and they take half as much damage.

Mana Shielding. Can be used in with other shielding abilities and spells. Only castable if the caster is a mage. This is an natural progression of Mage Fielding (the ability that slows lower ranked entities), through intensive practise you have combined the spell 'Mage Shield' with the ability 'B Ranked Mage Fielding'. The caster focuses their aura manually manipulating it to condense into a shield that slows lower ranked individuals. This ability severely slows down anyone below level 15 (Half's their movement, if flight pushes them to the ground) and locks down (freezes them and makes it hard to breath) anyone below lvl 10. In addition to this, Mana Shielding increases the caster's AC by 3 and allows the caster to use their reaction to absorb (costs 3 M.P.) or deflect (costs 1 M.P.) a incoming projectile or magical attack (can be repeated up to 3 times, refreshes on your turn).

Description

Abyssal Summoned creatures have one or multiple flesh attribute abilities accessible to them; 

Flesh Wings. Flight 50ft.

Flesh Claws. All Melee attacks have an additional + 5 to hit, and damage.

Flesh Tail. Allows Abyssal Summoned to use a tail attack; Ranged Melee Attack: +10 to hit, range 10ft., one or two targets. Hit: 15 (2d10 + 5) bludgeoning, and (1d10 + 5) slashing damage. Those hit must make a DC 13 Con save, or be stunned until the end of their next turn.

Spine Whip. Allows Abyssal Summon to use a whip attack; Melee Weapon Attack: +10 to hit, range 15ft., single target. Hit: (2d6 + 8) slashing damage plus (3d6) necrotic damage. The target must succeed on a DC 14 strength saving throw or be pull up to 25ft towards the Abyssal Summon.

Acidic Blood. All melee attacks used by the Abyssal Summoned deal an additional 2d6 acidic damage. Anyone who drinks the tainted blood of an Abyssal Summoned Demon that possesses this attribute must make a DC 23 Con save or take 8d6 acidic damage.

Monster Tags: Demonundead

Habitat: Urban

ChaoticChaos

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