Large Celestial, Unaligned
Armor Class 20 natural armor
Hit Points 480 (480d10 + 5)
Speed 40 ft., fly 80 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
17 (+3)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws CON +13, INT +11, CHA +13
Skills Perception +0
Damage Resistances Lightning
Damage Immunities Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Prone
Senses Truesight 120 feet, Passive Perception 17
Languages All, Telepathy
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Special Trait Name. End of all Endings.. When Abaddon is killed, he inflicts one final act of vengeance on all those around him. All creatures and objects within 20 miles of Abaddon suffer 50 damage, with a DC 20 Dex save for half. Those within 1 mile of Abaddon instead suffer 25 damage with the same save.

Infest.. Any creature moving within 10ft of Abaddon must make a DC 15 Con save or suffer the Poisoned Condition for 1 min. if a creature passes this save they are immune to the effect of Infest for 24hrs..

 

Spellcasting. [Abaddon] is a 8-level spellcaster. Its spellcasting ability is [CHA 20] (spell save DC  + to hit with spell attacks).  [Abaddon] has following spells prepared:

 
 
Actions

Melee Weapon Attack Blade of the Wicked. Melee Weapon Attack: +10 to hit one target 4d8+10

Action Ranged Attack. Unmend.. Ranged Attack: +10 to hit, 40ft, one target. on Hit Deal 4d6 Necrotic damage, and the character must make a DC 18 Con save or take another 2d6 Necrotic damage as they watch a small portion of there body dissapear into nothingness (like a part of there arm, leg, part of there side etc)if they are hit in the same limb with this 3 times. the limb is lost, and can only be recoved with powerful healing magic.

Salted Earth. . (Recharge 5-6): 15ft Radius around Abaddon, all creatures must make a DC 18 Constitution saving throw or take 4d12 Necrotic Damage, Abaddon regains hitpoints equal to the amount of damage done. The area around them is flooded in a wave of necrotic energy sucking the life out of all things within. any plants or small wildlife are turned to dust, and the land becomes infertile in the area affected.

Reactions

Reaction Name. 

Legendary Actions

Abaddon has 3 Legendary Actions

Legendary Action Name (Costs # Actions). Hunger for Destruction (1 Action). Abaddon can use any one of his Actions

Prayer For Plagues (2 Actions). Abaddon inflicts the effects of "Infest", the Target cannot be immune to this effect even if they passed the previous check.

Alter Reality (3 Actions). Abbadon can change one piece of equipment in the room to his advantage such as turning a sword into a wooden sword this effects last till the end of the round 

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.

Description

Abaddon the Arch angel of destruction is an ancient weapon used by angels to cleansed the world of evil the Arch angel doesn't have any alignment or free will of its own  the Arch Angel was sealed away to keep it from falling into the wrong hands the angels set up some precautions to help prevent this from happening by putting seals on it gate to keep it hidden once the seals are broken small things around the world will start to happen citizens will start to hear church bells in there mind when that happens the first seal has been broken where devils can cross over from Avernus. When the second seal is broken demons can now cross over to the material plane from the Aybss. Once the third seal is broken that is when the Arch Angel Abaddon is free

To open the first seal you will need  a Fallen Aasimar ashes and use them for a ritual

Second seal you need the blood of the Scourge Aasimar and mix them with the remaining ashes of the fallen

Final Seal you need to have a radiant Feather of the Protector Aasimar and dip in the mix blood of the Scourge Aasimar and ashes of the Fallen Aasimar. 

 

 

 

 

 

 

 

 

 

 

 

Lair and Lair Actions

Alter Reality 

Lair Actions

On initiative count # (21), [Abaddon] takes a lair action to cause one of the following effects; the [Abaddon] can’t use the same effect two rounds in a row:

  • From when the bell tolls Targets hear church bells ringing they must make a CHA18 Save to not be affected When affected by this effect the target has flashbacks to memories of regret  or when they were at their lowest point in life and is stunned till the end of their turn 
  • Penance a pillar of light shines down on top of the target the target must make a CON18 Save or be Blinded for 1 round 
  • Free as a bird can move half his movement speed without provoking attacks of opportunity
ZombieWill

Comments

Posts Quoted:
Reply
Clear All Quotes