Large Monstrosity (Any Race), Any Alignment
Armor Class 18 (plate)
Hit Points 262 (25d10 + 125)
Speed 45 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
12 (+1)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws STR +12, CON +11, CHA +10
Skills Athletics +12, Insight +6, Persuasion +16
Damage Immunities Cold, Fire
Condition Immunities Charmed, Exhaustion
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/day). If Asgore fails a saving throw, he can instead choose to succeed.

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

King of Flames. All fire damage Asgore deals ignores resistance, and all creatures immune to fire damage take half of the damage instead of none.

Innate Spellcasting. Asgore's spellcasting ability is Charisma (DC 18, +10 to spell attacks). Asgore can innately cast Produce Flame (17th level), requiring no verbal components.

Brave. Asgore has advantage on saving throws against being frightened.

Actions

Multiattack. Asgore makes two Royal Trident attacks. He can replace each Royal Trident attack with either two Fire Bullet attacks or two Magic Scythe attacks.

Royal Trident. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage.

Fire Bullet. Ranged Weapon Attack: +10 to hit, range 100/200 ft., one target. Hit: 15 (2d10 + 4) fire damage.

Magic Scythe. Asgore summons an enchanted scythe into his grasp, and swings it with wild force at everything in front of him. All creatures within a 15ft cone must make a DC 20 Dexterity saving throw, taking 15 (2d8 + 6) slashing damage on a failed save.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Asgore can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Asgore. A creature can benefit from only one Leadership die at a time. This effect ends if Asgore is incapacitated.

Legendary Actions

Asgore can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Asgore regains spent legendary actions at the start of his turn.

No Mercy. Asgore casts Compelled Duel on a target he can see within range, requiring no concentration and lasting for the full duration.

Flame Barrage. Asgore casts Melf's Minute Meteors, requiring no concentration and lasting until all projectiles are fired.

Fire Wave. Asgore casts Scorching Ray (5th level)

Previous Versions

Name Date Modified Views Adds Version Actions
10/24/2022 9:00:24 PM
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10/24/2022 9:04:59 PM
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Monster Tags: NPC

Habitat: Urban

CaveWombatum

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