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Immunity to fire and resistance towards necrotic damage.
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Legendary Resistance on strength, wisdom, intelligence saving throws.
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Spellcasting abilities are at max level and no limit.
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Able to summon lesser demons or other infernal creatures to do their bidding.
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Regeneration
Action Name. Action Tail Whip and Spike Shot
Action Melee Attack. Tail Whip: Dex save of DC15, reach 20ft., all within 20ft.Hit:6(d12+2)[bludgeoning] damage.
Action Ranged Attack. Spike Shot:Attack: [roll]1d20+4[/roll] to hit, range #120/30# ft., #1 target. Hit:4(d12+2)[piercing] damage.
Can summon up to a CR1/6 of the users rating.
Reaction Name. Total armor, once per long rest user can block one attack with complete protection.
Can summon up to a CR1/3 of the users rating once per long rest.
Once per long rest user can release a force wave spanning 500ft and a CON save of 20 is required to survive.
Description
The Abyssal Lord stands tall and imposing, towering over most other beings. Their skin is jet black and covered in sharp, spiky ridges, and their eyes glow with a deep red or yellow light. They have a set of sharp, jagged teeth and long, claw-like fingers, and their voice is deep and rumbling. In the presence of an Abyssal Lord, one can feel an almost overwhelming sense of dread and foreboding.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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