Large Fiend, Lawful Evil
Armor Class 18 Natural armor
Hit Points 600 (24d12 + 600)
Speed 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
18 (+4)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +8, CON +9, WIS +6
Skills Intimidation +0, Persuasion +0
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Blindsight, Darkvision, Truesight, Passive Perception 12
Languages Abyssal, Common, Infernal Common, abyssal, infernal, celestial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Charm. Asoloth can use an action to attempt to charm one creature. Creature must succeed DC 16 Wisdom saving throw or be charmed for 24 hours. If creature succeeds creature is immune to this effect for 24 hours. Charm ends if the creature is attacked by the charmer.

Magic resistance: Asoloth has advantage on saving throws against spells. 

Summon Demon/devils: at the start of Asoloth's turn, he can summer up to 5 lesser (less than challenge rating 1) demon or devils, but can only  have a maximum of 5 summoned demon or devil at any given time. If demons or devils are fused to make stronger enemies, the challenge rating must not exceed 6 on the field.

 

Legendary resistance: (3 per long rest). If Asoloth fails a saving throw, he can use one legendary resistance and succeed. 

Actions

Azoloth can make three attacks (1 bite and 2 claw) or can use one mind blast. 

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: (2d8+6) [Slashing] damage plus 2d6 necrotic damage. 

Bite. +10 to hit, 5 ft., 1 target. Hit: # (3d6+6) [piercing] damage. Creature must succeed a DC 14 Constitution saving throw of take 4d6 poison damage and is poisoned for 1 minute. 

Mind Blast: (Recharge 5-6): Azoloth magically emits a psychic energy in a 60-foot cone. Each creature in that area must succeed an Intelligence saving throw (DC 15) or take (4d8+4) psychic damage and be stunned until the end of the the creatures next turn. 

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Azoloth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Azoloth regains all 3 legendary actions at the start of his turn.  

Misty Step (Costs 1 Actions). Azoloth can instantly teleport up to 30 feet.

Frightening (Cost 2 actions). Azeloth fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat their saving throw at the end of the each of its turn. If the creature succeeds the saving throw, they are immune to Azoloth's gaze for 24 hour.

Claw (Cost 1 action). Azoloth does one claw attack. 

Mythic Actions

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

Description

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Lair and Lair Actions

Azoloth's lair 

Lair Actions

On initiative count 20 (losing initiative ties), Azoloth takes a lair action to cause one of the following effects;  can’t use the same effect two rounds in a row:

  • Animated hands from those burried here reach out and attempt to hold the creature's feet. Every creature not flying must succeed a DC 12 strength saving throw or be restrained until the start of the next lair action. The creature can use an action to roll a strength saving throw to escape on their turn. 
  • Necrotic fog. A 20ft radius fog appears at a location Azoloth choses. All creature excluding Azoloth and his minions attack at disadvantage unless they have true sight. 
  • Azoloth calls forth the spirits of the creatures that died in its lair. These apparition materialize and attack one creature that azoloth can see within 60 feet. The creature must succeed a DC 12 constitution saving throw or take 6d6 Necrotic damage. Half as much on a successful save. The spirit then disappears. 

Habitat: Underdark

Mudamaza

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