Medium Aberration (Human), Chaotic Evil
Armor Class 20 natural armour
Hit Points 480 (64d8 + 154)
Speed 50 ft.
STR
10 (+0)
DEX
30 (+10)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws CON +10, WIS +9, CHA +8
Skills Deception +15, Perception +16, Survival +20
Damage Immunities Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated
Senses Truesight - 60ft., Passive Perception 16
Languages Common
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Magic ResistanceAngra Mainyu has advantage on saving throws against spells and magical effects.

God of Evil: Angra Mainyu deals double damage to lawful or good-aligned enemies. This effect stacks when the enemy is both good and lawful.

Oblivion Correction: Angra Mainyu's attacks score a critical hit on a 19 or 20.

All the World's Evils: All attacks made by lawful or good-aligned beings targeting Angra Mainyu score a critical hit on a 19 or 20.

Self Replenishment: Angra Mainyu regains 28 (3d8 + 15) hit points at the start of his turn

Formless: Angra Mainyu takes the form of the nearest hostile medium humanoid creature.

Cursed War: When Angra Mainyu is brought to 0 hit points all creatures within a mile of Angra Mainyu gains 1 point of exhaustion. Furthermore, Angra Mainyu casts Summon Greater Demon at 9th level.

Conceptual Weight: Upon death, Angra Mainyu reforms in a random location in the Material Plane. Once revived, he remains inert for 1000 years

Actions

Action Name. Angra Mainyu can make 3 attacks, 2 with Zarich and 1 with Tawrich. Alternatively, Angra Mainyu can instead cast Verg Avesta.

Zarich. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft., or range 20/60 ft., 1 target. Hit: 20 (3d6 + 4) [bludgeoning] damage. If the target is a creature, it must succeed a DC 18 Constitution saving throw or become unable to crit for 3 turns

Tawrich. Melee or Ranged Weapon Attack: +10 to hit, reach 5ft., or range 20/60 ft., 1 target. Hit: 14 (2d8 + 2) [bludgeoning] damage. If the target is a spellcaster, it loses one of its highest level spell slot. The target must also succeed a DC 18 Strength saving throw or deal half damage for 3 turns.

Verg Avesta. All damage done to Angra Mainyu is reflected back to his enemies. The targets must make a DC 20 Charisma save or take triple the damage they have done to Angra Mainyu since Angra Mainyu's last turn. On a successful save, they take only half damage.

Legendary Actions

Angra Mainyu can make 3 legendary actions. Only one legendary action can be used at a time and only at the end of another creature's turn. Angra Mainyu regains spent legendary actions at the start of its turn.

Zarich or Tawrich (Costs 1 Action). Angra Mainyu attacks with either Zarich or Tawrich

Verg Avesta (Costs 2 Actions): Angra Mainyu uses Verg Avesta

Description

Angra Mainyu is a humanoid creature. They can take the form of any humanoid that is hostile to them but covered in a full-body tattoo of unknown origin.

Angra Mainyu is a being tied to the concept of evil. As long as evil as a concept exist, he will continue to exist.

Monster Tags: abberationhumanoid

GenesisZen

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