Large Fiend, Lawful Evil
Armor Class 18 Natural
Hit Points 180 (19d10 + 76)
Speed 30 ft., Climb 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +8, CON +10, WIS +7, CHA +9
Skills Perception +10, Stealth +11, Survival +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Blindsight 60 ft., Darkvision, Truesight, Passive Perception 20
Languages Common, Infernal, Telepathy
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Devil's Sight. Magical Darkness doesn't impede Amator's Darkvision

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

Molten Spear. If Redemption's Grace is activated, Amator is able to summon a fire spear. 

Actions

Multiattack. Amator makes three attacks: one with his bite, one with his claws, and one with his tail.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) fire damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) fire damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) fire damage.

Wall of Fire - Recharge 6. Amator magically forms a wall of fire on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears each creature in its space is pushed out of it by the shortest route. The Creature choose which side of the wall to end up on, unless the creature is incapacitated. If the creature is pushed, it must make a DC 17 Constitution saving throw taking 35 (10d6) fire damage on a failed save or half as much on a successful one. 
The wall lasts for 1 minute or until Amator is incapacitated or dies. Creatures can attempt to pass through it, but must make a DC 17 Constitution saving throw taking 17 (5d6) fire damage on a failed save or half as much on a successful one. The fire can be put out, but is immune to acid, cold, necrotic, poison, and psychic damage. 

Molten Spear. (After Redemption's Grace is activated) Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 14 (2d8 + 5) piercing plus 10 (3d6) fire damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can either take an action or bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

Bonus Actions

Redemption's Grace. When Amator is reduced to half 30 health points or fewer, he gains regenerative powers and heals 18 (4d8) as a bonus action

Reactions

Explosive Retribution. When Amator is reduced to 15 health points or fewer, Amator causes himself to explode. All other creatures within 30 feet of his must make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much on a successful one. This explosion destroys Amator and everything on his person. 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/3/2022 10:48:44 PM
7
0
5e
Coming Soon
lawliette1031

Comments

Posts Quoted:
Reply
Clear All Quotes