Devil's Sight. Magical darkness doesn't impede Akarot's darkvision.
Dark Fiery Weapons. Akarot’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 36 (8d8) necrotic fire damage (included in the weapon attacks below).
Innate Spellcasting. Akarot's innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components :
At will: alter self (can become Medium when changing his appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Akarot fails a saving throw, he can choose to succeed instead.
Magic Resistance. Akarot has advantage on saving throws against spells and other magical effects.
Limited Magic Immunity. Akarot is immune to spells of the 4th level or lower, unless he wants to be affected
Regeneration. Akarot regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Akarot dies only if he starts his turn with 0 hit points and doesn't regenerate.
Soul Bartering. Akarot can grant any humanoid one wish (using the spell wish) in its lifetime on the condition that the PC is bound to him after death. Akarot can make minor changes to the wishes if he wants. Akarot suffers no harmful effects from this ability.
Multiattack. Akarot attacks twice with his longsword or with his javelins. He can substitute Horrid Touch for one of these attacks.
Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) necrotic fire damage.
Javelin. Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) necrotic fire damage.
Horrid Touch (Recharge 5-6). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport. Akarot magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Frightful Presence. Each creature of Akarot’s choice that is within 200 feet of Akarot and aware of him must succeed on a DC 26 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 Akarot’s Frightful Presence.
Akarot 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. Akarot regains spent legendary actions at the start of his turn.
Immolating Gaze (Costs 2 Actions). Akarot turns his deathly gaze toward one creature he can see within 120 feet of him and commands it to combust. The target must succeed on a DC 24 Wisdom saving throw or take 22 (4d10) necrotic fire damage.
Teleport. Akarot uses his Teleport action.
Contract Established. Akarot on touching a humanoid or a piece of dead humanoid calls its soul back and forms a new adult body for the soul to enter. If the target isn’t willing to do so the spell fails. The body that is formed for the soul is a Tiefling’s body. The soul retains all it’s memories and experiences and is friendly towards Akarot.
Hell's Gate. (Costs 2 Actions) As the King of Hell, Akarot has absolute control over all of the gates and portals that lead to Hell, as well as those within Hell. The Lord of the Nine can cause a gate or portal to open, sucking in those within 60 feet into a location in the Nine Hells of Asmodeus' choosing if they fail a Wisdom Save DC 25. The Mouth remains open for 3 rounds. A Hell's Mouth appears as a great, diabolically evil human male face with jagged, chewing teeth. Flames burst from the gaping maw as it attempts to suck in unlucky victims. The gate is two way and remains open for five rounds (suction only during the first round).
Description
Once a powerful wizard, Akarot rose to power after he helped a party of powerful adventurers in defeating Asmodius. Little did they know his plan all along was to trap the lord of hells soul in a special soul gem so he could harness his power and become the new lord of hell.
Unknown to Akarot, binding himself to the soul gem also bound him to hell. He constantly searches for a way to merge hell with the material plane so he may rule over both.
Asmodius still lives in the soul gem and is unable to escape from his prison and thus is forced to give his power and authority over hell to his captor.
After his betrayal of his former party, he attempted to slay them only for the battle to end in a stalemate with neither party being able to destroy the other. In a last ditch effort Akarot cast the adventurers out of hell by force and cursed them all with a curse of secrecy leaving them unable to speak of the rise of the new Lord of Hell.
Once a young looking human, Akarot’s new form is that of a larger, older human with glowing red orbs in his black sunken eye sockets, from his forehead protrude two long black horns sticking out through his long black hair. He has large black demonic wings protruding from his upper back. He wields a magical sword of a pure black burning metal that seems to eat all the light surrounding him. He wears magical plate armour of the same black metal.
While not in his true form, Akarot appears as a young, shorter human with a robe of black adorned with golden trimmings. While in this form, Akarot looks like a normal human with long and golden blonde hair tied neatly at the back of his head. His eyes are a beautiful blue that almost seem to glow.
Lair and Lair Actions
Demonic Wall. A wall of living black fire springs into existence on a solid surface within 60 feet of Akarot. The wall is up to 60 feet long, 10 feet high, and 10 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 20 Dexterity saving throw.
A creature that fails the save takes 5d8 necrotic fire damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall Akarot wants. A creature can move through the wall, albeit slowly and painfully.
For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 18 Constitution saving throw once each round it’s in contact with the wall, taking 18 (4d8) necrotic fire damage on a failed save, or half as much damage on a successful one.
Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to radiant damage, resistance to bludgeoning and piercing damage, and immunity to cold damage. The wall sinks back into the ground when Akarot uses his lair action again or when the he dies.
True Darkness. Akarot erases all light, magical and natural from existence in his lair, the result is a magical darkness that engulfs all light until Akarot’s next turn. This magical darkness cannot be expelled.