Legendary Resistance (3/Day). If Astaroth fails a saving throw, it can choose to succeed instead.
Magic Resistance. Astaroth has advantage on saving throws against spells and other magical effects.
Shapechanger. Astaroth can use its action to transform into a Medium humanoid (most ofter a tall, bearded pirate), or back into his true form.
Innate Celestial Spells. Astaroth can innately cast the following spells, requiring no material components (spells save DC 24).
at will: white fire bolt
3/day each: revivify, teleport, plane shift
2/day: Blast of White Fire Radiance. A blast of white fire irrupts from Astaroth. It restores hit points or burn targets in the area. Astaroth divide 250 points of healing or damage among all creatures within 60 feet of it. Roll a 1d100 for each affected creature until there's no more points of no more targets. A creature must succeed on a Dexterity saving throw to take half the damage. A target can't benefits from more then one dice roll.
1/day: Limited Wish. Astaroth grants a target other than himself a small wish. As an action he can grant a target one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and the target doesn't need to meet the requirements in that spell, including costly components; the spell simple takes effect as part of this action.
Regeneration. Astaroth regains 20 hit points at the start of his turn, or 10 hit points if it took necrotic damage since its last turn. If it takes damage from a weapon that is silvered, this trait doesn't function at the start of its next turn. If Astaroth starts its turn with 0 hit points and doesn't regenerate, it disintegrate into a radiant dust that turns into a pile of ancient gold coins (worth 125 000 gp) at the start of its next turn.
Multiattack. Astaroth makes three melee attacks, two with its fiery claws and one with its tail or one with its fiery claw and one with its tail if it holds the Pirate Flag of Hellish Inspiration. Astaroth can forgo one of its attack and use its Twisting Words ability or forgot one or two of its attacks to cast fire bolts.
Fiery Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (6d8) white fire damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d10+8) bludgeoning damage.
Fire Bolt. Ranged Spell Attack: +16 to hit, reach 120 ft., one target. Hit: 25 (4d10) white fire damage.
Pirate Flag of Hellish Inspiration. Astaroth plants and hold a banner in the ground. Him and its allies that stands on the ground within 40 feet of him gain advantage on attack rolls and saving throws. If Astaroth is incapacitated, drop the banner or move away from it, these benefits stops immediately.
Twisting Words. Astaroth targets one creature he can see within 60 feet of him. The target must succeed on a DC 24 Charisma saving throw or become charmed. When charmed in this way the target is slowed (as per the slow spell) and also confused (as per the confusion for 1 minute. The target can repeat the saving throw at the end of each of its turns to end both effects. This ability ignore immunity to charms.
Misty Step (Recharge 5-6). Astaroth teleport up to 30 feet to an unoccupied space that he can see..
Lower Confidence. Astaroth uses its wit to distract and sap the confidence of others. When a creature that Astaroth can see within 60 feet of him makes an attack roll, ability check, or a damage roll, it can use its reaction to roll 1d6 and subtract that number from the creature's roll.
Golden Molten Weapon. When Astaroth is hit by a metallic weapon that isn't made of silver, it can use its reaction to instantly transmute the weapon into gold. The weapon deforms and then melts before the start of the target's next turn. If the weapon is magical, the wielder roll a d20 adding the magical bonus of the weapon (if any). If the result is 10 or more, nothing happens, otherwise the weapon suffer the transmute effect. (Artifacts can't be transmuted)
Astaroth 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. Astaroth regains spent legendary actions at the start of her turn.
Spell. Astaroth casts a spell.
Master of Puppets. One creature charmed by Astaroth that it can see must use its reaction to move up to its speed as Astaroth directs.
Banishment (Costs 3 actions). Astaroth take its forked palladium rod and point up to three targets that it can see. The target must succeed on a DC 24 Charisma saving throw or be banished in a empty demi-plane. The target can repeat the saving throw at the end of its turn and reappear in the space it left. (can be used on a willing target to keep it safe from harm or to isolate a fight between two or three creatures).
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