Fear Aura. A creature that starts its turn within 20 feet of the Aspect of Dispater must succeed on a DC 17 Wisdom saving throw, unless the Aspect of Dispater is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Aspect of Dispater's Fear Aura for the next 24 hours.
Innate Spellcasting. The Aspect of Dispater's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing its appearance), cloud of daggers (4th level), detect magic, heat metal (4th level), shield
2/day each: charm monster, dispel magic, staggering smite, unholy weapon, suggestion, wall of iron
Legendary Resistance (1/Day). If the Aspect of Dispater fails a saving throw, it can choose to succeed instead.
Regeneration. The Aspect of Dispater regains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The Aspect of Dispater dies only if it starts its turn with 0 hit points and doesn't regenerate.
Rust Metal. Any nonmagical weapon made of metal that hits the Aspect of Dispater corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.
Ammunition made of metal that hits the Aspect of Dispater is destroyed after dealing damage.
Multiattack. The Aspect of Dispater makes two heavy mace attacks. He can use Iron Touch or Rusting Touch in place of one of these attacks.
Heavy Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) force damage.
Iron Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage and the target must succeed on a DC 17 Constitution saving throw against being magically turned into iron. On a failed save, the creature begins to turn to iron and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is turned into iron for 1 hour.
Rusting Touch. The Aspect of Dispater corrodes nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 17 Dexterity saving throw to avoid the Aspect of Dispater's touch.
If the object touched is either nonmagical metal armor or a nonmagical metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held nonmagical metal weapon, it rusts as described in the Rust Metal trait.
Deadly Secrets (Recharge 5-6). The Aspect of Dispater chooses one creature it can see within 60 feet of it. Each ally of the target within 60 feet of the Aspect of Dispater and can hear the Aspect of Dispater must succeed on a DC 17 Wisdom saving throw. On a failed save, the target takes 13 (3d8) psychic damage and must use its reaction to move up to half its speed towards the target and if it is within range, make one melee weapon attack against it. Otherwise, it must make a ranged weapon attack or ranged spell attack against the target. On a successful save, a creature takes half as much damage. Constructs and undead are immune to this effect.
Teleport (Recharges 5-6). The Aspect of Dispater magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see.
The Aspect of Dispater 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. The Aspect of Dispater regains spent legendary actions at the start of its turn.
Attack. The Aspect of Dispater makes a heavy mace attack.
Dispater's Touch. The Aspect of Dispater uses Iron Touch or Rusting Touch.
Teleport. The Aspect of Dispater uses its Teleport action, if available.
Enemy Insight (Costs 2 Actions). The Aspect of Dispater chooses one target it can see within 60 feet of it. Until the end of the Aspect of Dispater's next turn, The Aspect of Dispater has advantage on the next attack roll and saving throw it makes against the target. In addition, the target has disadvantage on the next attack roll and saving throw it makes against the Aspect of Dispater.
Raise Barrier (Costs 2 Actions). The Aspect of Dispater casts cloud of daggers or wall of iron.
Description
Probably the only reasons Dispater will grant an Aspect to its petitioner is if Dispater will gain a the petitioner's soul or secret information important enough to the Lord of Dis.
The Aspect of Dispater will resemble a 7-foot tall tall man with long dark hair, a pair of short horns on its forehead, and with one leg ending with a cloven hoof. The Aspect's skin is pale like a corpse's, but is as tough as iron. It wears an expensive-looking and finely embroidered clothing and wields a spiked iron mace.
In combat, the Aspect of Dispater will rely mostly on its Touch attacks and heavy mace. Against groups, it uses its Deadly Secrets and targets the most vulnerable enemy such as a mage. Against a challenging enemy, the Aspect will use its Enemy Insight to gain as much advantage as it can.
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