Ascension. When Amon hits 0 hit points, his hit points revert to 200 hit points and he gains access to the Mythic Actions section.
Innate Spellcasting. Amon's innate spellcasting ability is Charisma (spell save DC 22, +16 to hit with spell attacks). Amon can cast the following spells without material components:
at will: Alter Self (Can become Medium when changing appearance), Spike Growth, and Wither and Bloom
3/day each: Bones of the Earth, Contagion, Insect Plague, and Primordial Ward
Legendary Resistance (3/Day). If Amon fails a saving throw he can choose to succeed instead.
Magic Resistance. Amon has advantage on saving throws against spells and all other magical affects.
Regenerate. Amon regains 20 hit points at the start of his turn. If he takes radiant damage, this feature doesn't function at the start of his next turn. Amon only dies if he hits 0 hit points and can't regnerate.
Rotting Weapons. Amon's Weapon attacks are magical. When he hits a creature with an attack, they take an additional 14 (4d6) necrotic damage.
Multiattack. Amon may make four slam attacks. He may substitute a grab or bite attack for a slam attack.
Slam. Melee Weapon Attack: +18 to hit, reach 10 ft., 1 target. Hit: 28 (4d8 + 10) Bludgeoning damage plus 14 (4d6) Necrotic Damage.
Grab. Melee Weapon Attack: +18 to hit, range 10 ft., 1 target. On a hit, the target is grappled and takes 14 (4d6) Necrotic damage. Amon may only grapple four creatures at a time and cannot attack with the arm he is grappling a creature with.
Bite. Melee Weapon Attack: +18 to hit, range 10 ft., 1 target that has been grappled by Amon for more than one turn. Hit: 36 (4d12 + 10) bludgeoning damage plus 14 (4d6) Necrotic Damage. If the target is large or smaller, the grapple ends and the creature is Consumed. While Consumed the creature is petrified and takes 10d6 necrotic damage at the start of each of Amon's turn and Amon recovers hit points equal to the damage dealt. A creature consumed appears on the skin of Amon and can be pulled free with an Athletics check (DC 20). Once pulled free, the creature is cured of certification.
Petrification Ray (Recharge 6). A 60 ft cone of magic erupts from Amon's chest. Every Creature must make a Constitution saving throw against Amon's Spell DC or their speed drops to 0. At the beginning of their turn, they may try again. If they succeed, the effect ends, but if they fail they become petrified.
Overcoming Presence. Any creature with a CR or level lower than 5 in 120 ft of Amon must make a Charisma saving throw against Amon's Spell Save DC. On a failure, the creature is charmed by Amon. While Charmed, they fight for Amon and defend him.
Amon can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action may be used at a time and only at the end of another creature's turn. Amon regains spent Legendary Actions at the end of his turn.
Movement Burst. Amon may move his speed without provoking opportunity attacks.
Slam. Amon may make a slam attack.
Grab. Amon may make a grab attack.
When Amon uses his Ascension ability he gains the following options as Legendary Action options.
Consume (Costs 2 actions). Amon may make a Bite attack.
Regenerate. Amon regains 20 hit points.
Petrify. Amon may roll to recharge his Petrification Ray.
Description
The Devil Prince, Amon claims to be the eldest son of Asmodeus. These claims seem ridiculous, but the Devil Prince shows an unyielding loyalty to the Prince of Lies. To the point, he has become known as the Fist of Amon. He is not quite god-like, but close enough that he is considered with fear by other archdevils. He was bound arm and foot in the material plane, but he plots his escape and revenge day in and day out.
Lair and Lair Actions
Amon resides in his prison deep in the earth on the material plane. Those who enter whether willingly or unwillingly find that this area has been affected by the centuries of him dwelling there. The statues of past adversaries litter the floor and a thrown made of bone surrounds him.
Lair Actions
On initiative count 20 (losing initiative ties), Amon takes a lair action to cause one of the following effects; Amon can’t use the same effect two rounds in a row:
- 1d4 Petrified Statues come to life. Use the Stone Cursed stat block for these.
- Amon may cast Bones of the Earth.
- 1d4 giant insects appear and attack at random. (Amon may also be the subject to their attacks unless they are charmed).
Regional Effects
The region containing a legendary Amon’s lair is affected by Amon's Presence, which creates one or more of the following effects:
- The area within 10 miles of this lair is affected by Amon's hatred. Creatures are subtly made more hostile and are more brazen.
- The area within 1 mile is surrounded by large bones and hostile creatures. Bones grow every 1d4 days. Use the Bones of the Earth spell for these bones.
- The area within 5 miles allows bugs to grow larger and are become more hostile.
If the Amon dies, these effects fade over the course of 3d8 days.
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