Chaos' Might. Axozon has expertise in all skills and saving throws.
Deny (5/Day). When Axozon is targeted with an effect he perceives as harmful, he can cancel the effect, no action required.
Innate Spellcasting. Axozon's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: circle of death (9th level version), disintegrate, erupting earth (9th level version), finger of death (target rises as a manes or a lemure (DM's choice) instead of a zombie), fireball (9th level version), fire storm, forcecage (blocks all magical travel), plane shift (self only)
3/day each: gate, imprisonment, dominate monster (9th level version)
1/day: wish
Magic Resistance. Axozon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Axozon's weapon attacks are magical.
Teleportation. Once on each of his turns, Axozon can magically teleport, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. This does not require an action.
Thrall Ring. As part of a long rest, Axozon can create a magical Thrall Ring. When placed on a willing or incapacitated creature (using an action if in combat), that creature becomes charmed by Axozon. While charmed in this way, the creature is in Axozon's thrall, with him dictating its every movement and action. If the creature is a player character, that character is now under the control of the DM. The DM gives private orders to the player, which they then carry out on their turn. In addition, being in Axozon's thrall grants several benefits to the creature. The creature gains all of Axozon's damage immunities and resistances, as well as his Deny. The creature also gains Axozon's Innate Spellcasting, his speeds (if it doesn't have the same or higher speeds already), his Magic Resistance, and his Magic Weapons. If Axozon dies while any of his thralls still live, Axozon chooses one thrall to be his host. That thrall gains all of Axozon's traits except his size, appearance, equipment, and thrall rings. Until Axozon's spirit moves to a new body, he cannot be expelled from the thrall's body by any means short of divine intervention. If Axozon's spirit is expelled, the creature regains control of itself, though the spirit still lingers. Once per day, it casts the suggestion spell on the creature (save DC 25). Axozon's spirit is expelled from the creature if it succeeds on three of the saving throws against suggestion in a row. It then finds another thrall to be its host. If no other thralls exist, Axozon's spirit can try to enter another creature's body. The creature must make a DC 25 Charisma saving throw (with disadvantage if it's hosted Axozon or been in his thrall before). On a failure, the creature is posessed as if it were a thrall hosting Axozon. On a success, Axozon's spirit is denied entry into its body and returns to Limbo, where he is reincarnated as a lesser fiend of the DM's choice. After it is destroyed, Axozon's body reforms on a lower plane of his choice over the course of 1d10 years. When this reconstrustion is complete, Axozon instantly returns to his body, turning his host body into a thrall.
Multiattack. Axozon recharges Infernal Aura and uses it. He then makes six attacks: four with his Sword of Doom, one with his fire breath, and one with his tail. He can substitute a horn, fist, or fire breath attack for any of the Sword of Doom attacks, and can substitute any two attacks for a spell.
Fire Breath (Recharge 3–6). Axozon exhales fire in a 120-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Fist. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 35 (5d10 + 8) bludgeoning damage plus 27 (6d8) fire damage. If Axozon scores a critical hit, he rolls damage dice four times, instead of twice.
Horn. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 33 (10d4 + 8) piercing damage plus 27 (6d8) fire damage. If Axozon scores a critical hit, he rolls damage dice four times, instead of twice.
Infernal Aura (Recharge 5-6). Each creature within 30 feet of Axozon must make three consecutive Charisma saving throws. If a creature suceeds on all three saves, nothing happens. If a creature fails any saves, consult the following table. Each level retains all effects of any previous levels.
- 1 failure. The creature takes 35 (10d6) fire or necrotic damage (DM's choice).
- 2 failures. The creature's speed is halved.
- 3 failures. The creature has disadvantage on all attack rolls and saving throws.
These effects last until Axozon dismisses them, and cannot be ended by anything short of divine intervention. A wish spell suppresses one effect for 1d4 hours.
Sword of Doom. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 36 (8d6 + 8) slashing damage plus 27 (6d8) necrotic damage. If Axozon scores a critical hit, he rolls damage dice four times, instead of twice.
Command Thrall. One creature charmed by Axozon that he can see must use its reaction to move up to its speed as he directs or to make a weapon attack against a target that he designates.
Fiery Defense. Axozon adds 4 to his AC against one melee attack that would hit him. To do so, Axozon must see the attacker.
Axozon 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. Axozon regains spent legendary actions at the start of his turn.
Sword of Doom. Axozon moves up to his speed and makes a Sword of Doom attack.
Spell. Axozon casts one spell using his Innate Spellcasting trait.
Enthrall (Costs 3 Actions). Axozon uses his Thrall Ring ability if he has any rings in his possession.
Death Transformation. When Axozon dies, he explodes, and each creature within 30 feet of him must make a DC 25 Dexterity saving throw, taking 157 (45d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. After this explosion, Axozon transforms. He keeps all his old actions and abilities, as well as gaining these new statistics:
Axozon, the Usurper (Mythic)
Gargantuan fiend, chaotic evil
Armor Class: 30 (natural armor)
Hit Points: 720 (40d20 + 300)
Speed: 80 feet, fly 120 feet
STR 30 (+10), DEX 20 (+5), CON 30 (+10), INT 22 (+6), WIS 20 (+5), CHA 30 (+10)
Passive Perception: 18
Each of Axozon's attacks (besides spells) deals an extra 21 (6d6) fire or necrotic damage (whichever it does not deal already). If it deals neither or both damages, the DM chooses the type of damage. Each spell he casts counts as being cast using a slot of one level higher than normal. All damage Axozon, the Usurper (Mythic) deals ignores resistance and immunity. When he transforms, he regains all expended uses of all features and traits. This includes spell uses.
Lair and Lair Actions
Lair Actions
On initiative count 30 (losing initiative ties), Axozon takes a lair action to cause one of the following magical effects:
- Axozon focuses his infernal might into a damaging wave. Each creature of Axozon's choice within 90 feet of him must make a contested Charisma check. The creature with the highest total on the check is unaffected. Each other creature is forced to kneel. While kneeling in this way, the creature is incapacitated. This condition lasts for 1 hour, until Axozon deals damage to the target, or until Axozon ends it, no action required. It cannot be ended by any means short of divine intervention.
- Each creature of Axozon's choice that he can must make a DC 25 Intelligence saving throw. On a failure, the creature takes 1d6 unavaoidable psychic damage times its Intelligence score as Axozon assaults its mind.
- Axozon casts one spell using his Innate Spellcasting trait without expending a use of this trait.