Gargantuan Fiend, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 434 (27d20 + 163)
Speed 60 ft., Swim 30 ft. (Only in Lava)
STR
28 (+9)
DEX
10 (+0)
CON
24 (+7)
INT
14 (+2)
WIS
18 (+4)
CHA
25 (+7)
Saving Throws DEX +8, CON +15, WIS +12, CHA +15
Skills Athletics +18, Intimidation +17, Perception +13
Damage Resistances Acid, Cold, Necrotic
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft., Passive Perception 22
Languages All (Telepathy 120 ft.)
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Magic Resistance: Akuma gains advantage on all saving throws made against spells and other magical effects.

Legendary Resistance(3/day): If Akuma fails a Saving throw, he may choose to succeed instead.

Magic Weapons: Akuma's attacks are considered magical.

Burning Aura: At the start of each of Akuma's turns, each creature within 10 feet of him takes 11(2d10) fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 22(4d10) fire damage at the start of each of its turns. Additionally, any creature that touches Akuma or hits him with a melee attack within 5 feet of him, takes 11(2d10) fire damage.

Burning Tongues: Akuma has 3 flaming tongues. Each tongue can be attacked(AC 10; 20 HP; resistance to cold, acid, necrotic, immunuty to psychic, poison, and bludgeoning.) Destroying a tongue deals no damage to akuma, who regrows lost tongues at the end of his turns. A tongue can also be destroyed if a creature takes an action to make a successful DC 24 Strength check against it. A creature that touches a tongue or hits it with a melee attack while within 5 feet of akuma, takes 11(2d10) fire damage.

Flames of the Abyss: Fire damage dealt by Akuma ignores resistance to fire damage and treats immunity to fire damage as resistance.

Discorporation: If Akuma drops to 0 hp, his body is destroyed but his essence travels back to the abyss and he becomes unable to take physical form for some time.

Innate Spellcasting: Akuma can innately cast the following spells. Charisma is his spellcasting stat, DC 24, +16 to hit.

  • At will: Darkness, Fireball, Flaming Sphere, Aganazzer's Scorcher, Ashardalon's Stride, Detect Magic, Detect Thoughts, Invisibility.
  • 3/Day: Fire Shield, Wall of Fire, Immolation, Flame Strike
  • 1/Day: Firestorm, Delayed Blast Fireball, Incendiary Cloud

Oni Regeneration: Akuma regains 30 HP at the start of each of its turns as long as he is not wet.

Water Hypersensitivity: Akuma takes 20 Acid Damage at the start of each of his turns if he is partially or fully submerged in water. While partially submerged, Akuma gains disadvantage on attack rolls and ability checks

Siege Monster: Akuma's attacks deal double damage to structures and inanimate objects.

Actions

Multiattack: Akuma uses its Frightful Presence. He then makes a number of Tongue attack equal to his current nuber of tongues, followed by 2 claw attacks and 1 Gore attack.

Claw: Melee Weapon attack, Single target, 10 ft, +17 to hit, on hit: Deals 32(5d8+9) Slashing Damage.

Gore: Melee Weapon attack, Single target, 5 ft, +17 to hit, on hit: deals 47(6d12+9) Piercing Damage

Tongue: Melee Weapon attack, Single target, 240 ft, +17 to hit, on hit: Deals 17(3d10) Fire Damage and the target is grappled(escape DC 25). Until the grapple ends, the target is restrained and has disadvntage on Strength Checks and Saving Throws. At the start of a grappled creature's turn, it takes 17(3d10) fire damage.

Frightful Presence: Each creature of the Akuma's choice that is within 120 feet of the it and aware of it must succeed on a DC 24 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Akuma's Frightful Presence for 24 hours.

Blastwave(Recharge 4-6): Akuma focuses and releases a powerful blast of heat and fire from its body, causing an immense burst of energy. Akuma releases the blast wave in a 60 ft Radius Sphere centered on himself. All Creatures within this area must make a DC 24 Dexterity saving throw. On a failed save, a creature takes 46(13d6) Force and 46(13d6) Fire Damage and begins burning in the same way as Akuma's Burning Aura. The Blast ignites any flammable objects in the area that aren't being worn or carried and kills any plant life in the area as well. On a successful save, a creature takes 1/2 damage and does not start burning.

Legendary Actions

Akuma has 3 Legendary Actions. He may only use them immediately after another creatures turn and only one at a time. Akuma regains all expended legendary actions at the beginning of his turn.

  • Heat: Akuma's flames begin burning white hot, causing any water on hit body or within 10 feet of him to evaporate.
  • Attack: Akuma makes a Claw or Tongue attack
  • Detect: Akuma makes a Wisdom(Perception) Check
  • Cast a Spell(Costs 2 Actions): Akuma casts one of the spells listed in his innate spellcasting.
  • Move(Costs 2 Actions): Akuma moves up to 1/2 his speed without provoking opportunity attacks
  • Conjure Spawn(Costs 3 Action): Akuma summons one of his spawn or a Hellfire engine. They act on their own initiative but follow Akuma's orders.

Lair and Lair Actions

Lair Actions

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

  • Eruption: The ground around Akuma begins to crack as molten lava is ejected into the air, each creature within 10 feet of akuma must make a DC 24 Dexterity Saving throw. on a failed save, a creature takes 28(5d10) Fire damage and is hurled 20 feet straight up in the air. On a Success, a creature takes 1/2 damage and is not hurled upwards.
  • Overheat: Akuma intensifies the heat in his lair to unbearable levels. Until initiative count 20 on the next round, when a creature that isnt immune to fire damage takes the dash or disengage action, it must succeed on a DC 20 Cosntitution Saving throw or recieve a level of exhaustion. Additionally, water instantly evaporates when it comes into contact with akuma for the duration.
  • Scorched Earth: Akuma ignites a 20 foot cube area of ground that he can see within his lair. The Fire lasts for 1 hour or until doused with water. When the fire appears, each creature in the are must make a DC 24 Dexterity Saving throw or ignite. When the creature enters the area for the first time in a turn or starts its turn there, they must make the save save. Until someone takes an action to douse the flames, ignited creatures take 3d10 fire damage at the start of each of their turns. If the fire is doused by water, it extinguishes after 1 round, but the area becomes obscured with black smoke that cant be seen through. A creature is blinded while in the smoke and if it starts its turn in the smoke, they must succeed on a DC 20 Constitution saving throw or be blinded for 1 minute.

 

Esbenson1624

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