Large Fiend (Devil), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 237 (25d10 + 100)
Speed 30 ft., Fly 75 ft., Burrow 30 ft.
STR
26 (+8)
DEX
22 (+6)
CON
18 (+4)
INT
28 (+9)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +13, CON +11, INT +16
Skills Arcana +16, Deception +9, History +16, Insight +12, Investigation +16, Perception +12, Stealth +11
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 22
Languages Infernal, Telepathy 120 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Insanis' Avatar. Any creature hostile to Asteraoth that starts its turn within 20 feet of him or a creature subjected to his telepathic communication must make a DC 24 Intelligence saving throw, unless Asteraoth is incapacitated. On a failed save, the creature starts its mind. Roll an effect on the short-termed madness table (DMG pg. 259). If the creature fails another saving throw while still affected by that effect, madness starts to root itself into its mind. Roll on the long-termed madness table (DMG pg. 260) to determine the effect to replace the previous one. If the creature fails another saving throw while still affected by this effect, madness is fully incorporated into its personality. Roll on the indefinite madness table (DMG pg. 260) to determine which flaw the creature develops to override its long-term madness. If that creature fails another saving throw while still affected by the new flaw, its mind breaks apart. Its Intelligence becomes 0 and the target is stunned until it regains at least one Intelligence point.

Legendary Resistance (2/day). If Asteraoth fails a saving throw, he can choose to succeed instead.

Magic Resistance. Asteraoth has advantage on saving throws against spells and other magical effects.

Magic Weapons. Asteraoth's weapon attacks are magical.

Innate Spellcasting. Asteraoth's spellcasting ability is Intelligence (spell save DC 24). Asteraoth can innately cast the following spells, requiring no material components:

At will: mirror image, misty stepdisguise selfmisleadphantasmal force

3/day each: fear, greater invisibilityhallucinatory terrainphantasmal killerseeming

2/day each: mental prisonmirage arcanesimulacrum

1/day: weird

Actions

Multiattack. Asteraoth makes three attacks: one with its bite, one with its claw, and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage.

Legendary Actions

Asteraoth, Lord of Madness, can take 2 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. Asteraoth regains spent legendary actions at the start of his turn.

Attack. Asteraoth makes a bite, claw or tail attack.

Teleport (Costs 2 Actions). Asteraoth magically teleports, along with any equipment it is currently wearing or carrying, or anything he is holding or creature he is grappling, up to 120 feet to an unoccupied space he can see.

Cast a Spell (Costs 2 Actions). Asteraoth casts a spell from the list of spell available to him that has a casting time of 1 action.

Description

Asteraoth, Lord of Madness, is the ruler of one of the layers of Hell. His mind is warped and chaotic, and his very physical being became a manifestation of the madness within. He is a completely unpredictable being, behaving in ways that seem completely random. His only purpose is to bring madness and feed off of the sanity he removes from his victims. Not quite a powerful being in close quarters, Asteraoth is a scheming and manipulative creature. He will warp the terrain, change forms, change the appearance of not only himself, but those who face him, invoke illusions, and so forth in order to completely deprave his foes of any sense of order and reason. The proximity of Asteraoth causes his spilling madness to effect those around him, and the touch of his mind by telepathic means can permanently damage most mortals.

Facing Asteraoth means risking more than just your life. It means putting your mind through strains it might not come out of unscathed. If you cross paths with this being, or intend to face him directly, be as prepared as you can. His actions and behavior are completely unpredictable. He is just as likely to attack and kill as he is to just ignore or even help. And just as quickly, he might shift his behavior completely. His insanity is not one that a mortal mind can grasp, after all.

Monster Tags: Devilfiend

Karnava1

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