Fear Aura. Any creature hostile to Azmodan that starts its turn within 60 feet of him must make a DC 21 Wisdom saving throw, unless Azmodan is incapacitated. On a failed save, the creature is frightened for 1 minute. If a creature's saving throw is successful, the creature is immune to the Azmodan's Fear Aura for the next 24 hours. The creature may repeat the saving throw at the end of its turn.
Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Summon Demon (1/Day). As an action, Azmodan has a 50 percent chance of summoning its choice of 1d6 hell hounds, 1d4 white abishai, or one nycaloth. A summoned demon appears in an unoccupied space within 60 feet of Azmodan, acts as an ally of Azmodan, and can’t summon other demons. It remains for 1 minute, until it or Azmodan dies, or until Azmodan dismisses it as an action.
Spellcasting. Azmodan casts one of the following spells, using Charisma as Its spellcasting ability (spell save DC 22) and requiring no material components.
At will: detect magic
3/Day: arms of hadar, darkness, dispel magic, shadow of moil
1/Day: immolation, disintegrate
Multiattack. Azmodan can activate one deadly sin and make three attacks: one with his claws and two with his spiked legs.
The Deadly Sins. As an action, Azmodan can unleash the power of sin within a creature. Azmodan chooses a creature he can see within 120 feet of him.
- Lust. Impetuous lust courses through you. The target must succeed on a DC 19 Wisdom check or be charmed for 1 minute. A target that fails this save can reroll at the end of their turn. On a success, the effect ends. A greater restoration spell or similar effect ends the charm.
- Gluttony. The target is filled with a obsessive, ravenous appetite. The target must succeed on a DC 19 Intelligence saving throw. On a failure, the target must spend its turn eating whatever food it readily available or otherwise be stunned until the start of their next turn.
- Greed. Paranoid greed pervades the target. The target must succeed on a DC 20 Wisdom saving throw or use the Dash action to move the furthest away from any creature.
- Sloth. Fatigue weighs heavy on the creature. The target must succeed on a DC 21 Constitution saving throw or have their speed reduced by half and has disadvantage on Dexterity saving throws until the end of their next turn.
- Wrath. Unending rage fills the afflicted creature. The target must succeed on a DC 20 Wisdom saving throw or become berserk for 1 minute. the target attacks the nearest creature it can see. If no creature is near enough to move to and attack, the target attacks an object, with preference for an object smaller than itself. At the end of the creatures turn, it may reroll the saving throw. On a success the effect ends. A greater restoration spell or similar effect ends the berserk effect.
- Envy. A sense of jealousy overwhelms the creature. The target must succeed on a DC 21 Constitution or have disadvantage against Intelligence and Wisdom saving throws until the end of their next turn.
- Pride. A surge of arrogance courses through the target. It must succeed on a DC 22 Charisma saving throw or have disadvantage on all attack rolls until the end of the creature's next turn.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 19 (2d8 + 10) slashing damage.
Spiked Leg. Melee Attack: +11 to hit, range 10 ft., 1 target. Hit: 21 (2d10 + 10) piercing damage.
Infernal Sphere (Recharge 5-6). As a bonus action, Azmodan can summon a blazing sphere of hellfire in the space above Azmodan. On initiative count 20 the sphere launches to a point of Azmodan's choosing within 60 feet from where the sphere was summoned. All creatures within a 30-foot radius, except Azmodan, not behind total cover must make a DC 22 Dexterity saving throw or suffer 91 (14d12) fire damage on a failure or half as much on a success. Infernal sphere destroys any spiked pillar it impacts.
Azmodan 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. Azmodan regains spent legendary actions at the start of his turn.
Claw. Azmodan can make an attack using his claws.
Move. Azmodan may move up to his movement speed.
Frenzied Rush (Costs 1 Action). Azmodan can move up to his speed and charge through creatures along his path. Each creature affected my succeed on a DC 16 Dexterity saving throw or become prone.
Ashen Breath (Costs 2 Actions). Azmodan exhales a 90-foot cone breath of fire and brimstone. Each creature in that area must succeed on a DC 18 Dexterity saving throw or take 55 (10d10) fire damage and be blinded until the start of their next turn. On a success, the creature takes half as much damage and is not blinded.
Chains of the Damned (Costs 3 Actions). Azmodan conjures infernal chains that launch towards any creatures that Azmodan can see within 120 feet grappling all targets. Each creature must succeed on a DC 22 Strength saving throw or be pulled up to 60 feet towards Azmodan. On a success the creature is not grappled and not moved.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Azmodan takes a lair action to cause one of the following effects; Azmodan can’t use the same effect two rounds in a row:
- Azmodan jumps into the air and summons spiked pillars from the ground upon landing. Azmodan rolls 1d6+1 and can summon 10-foot by 10-foot spiked pillars underneath a creature within 120 feet. A creature in that area must make a DC 18 Dexterity saving throw or suffer 27 (6d8) bludgeoning damage and be thrown prone on a failed save.
- Azmodan slams the ground opening up a chasm. A 20-foot long, 10-foot wide chasm opens up at a point of Azmodan's choosing that he can see within 100 feet. Any creature in that area must succeed on a DC 18 Dexterity saving throw of suffer 22 (4d10) bludgeoning damage and fall 20 feet into the pit.
- Azmodan calls forth molten lava from the depths of the Nine Hells. Azmodan chooses an open chasms and causes lava to spew forth that is 20 feet high and 10 feet on either side of the chasm. Any creature in the area must make a DC 20 Dexterity saving throw or suffer 55 (10d10) fire damage. The lava persists until initiative count 20 and transforms the affected chasm into solid ground.
Previous Versions
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Coming Soon
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