Magic Resistance. He has advantage on saves against magic.
Summon demons. Abyssscream rolls a d6 on a roll of 1, 4 barlguras appear controlled by Abyssscream. On a roll of 2, 2 glabrezus appear, controlled by Abyssscream. On a roll of 3, a goristro appears, controlled by Abyssscream. On a roll of 4, 2 hezrous appear, controlled by Abyssscream. On a roll of 5, a marilith appears, controlled by Abyssscream. On a roll of 6, a nafleshne appears, controlled by Abyssscream.
Abyssscream has 3 ledgendary action points that he gets back at the end of his turn
Summon demons. Abyssscream uses Summon demons.
Abyssal scream(costs 2 actions). Abyssscream targets all non-demon creatures in a 40 foot cone. They each must succeed a DC20 wisdom saving throw or be stunned for 1 round and take 200(100d4) psychic damage
Description
He is a short, devious demon lord that never does his own dirty work. He looks like a short man with eyes that appear to be burning in its sockets. He has a red hued skin and brown hair in a Mohawk stile haircut. He wears a robe made of animal skin infused with the souls of his enemies. His heart is literally made of evil matter. His true name is forever hidden somewhere in his lair and is dubbed “Abyssscream” by the very few who saw him and survived. Those said few are driven mad and gain madness on a special table that I will add elsewhere.
Lair and Lair Actions
Abyssscream lives in the abyss. He lives on a layer called the echoing screech. His palace, the “abyssal paradise” is a paradise from his perspective. You know, bloodstained walls, carpet that eats whoever walks over it, beautiful.
Lair Actions
On initiative count 20 (losing initiative ties), Abyssscream takes a lair action to cause one of the following effects; Abyssscream can’t use the same effect two rounds in a row:
- All creatures are moved 30 feet in any direction
- Abyssscream uses summon demons
Regional Effects
The region containing Abyssscream’s lair is tainted, which creates one or more of the following effects:
- If a creature tries to enter for the first time it must succeed a DC20 charisma saving throw or take 1d4+250 psychic damage
- All good or lawful aligned creatures within the area have disadvantages on their charisma, intelligence and wisdom saves and checks.
If Abyssscream dies, these effects fade over the course of 1d10 days.
Here is the madness of Abyssscream:
(This is optional) roll a d6 every time a player character is subjected to a) the abyssal scream b) being in his lair c) seeing him for the first time. The character gains a flaw. This lasts for as long as the DM likes:
d6 Flaw
1. “I must overthrow Abyssscream to take his status
2. “I will never do anything for others”
3. “My friends are just my slaves/pawns/minions”
4. “I must be more like Abyssscream”
5. “I am the strongest, fastest, healthiest, smartest . Wisest and most charismatic person ever”
6. “The demons are my allies and my friends are . my enemies”