King of the Shadowrealm. As King of the Shadowrealm, Aggranor has gained his place as a patron to many Warlocks, and his name is feared and revered throughout the plains.
Shadowsight: Aggranor is able to see in magical darkness as if it was not there.
Shapeshifter: Aggranor can change into any humanoid form of one size larger or smaller than herself.
Shadowfiend Rule (4 per day): Aggranor can summon up to 1d4 fiends of challenge rating 4 in a shadowed form, each of these servants roll their own initiative and gain resistance to cold damage if they didnt already have it.
Undying spirit: Aggranor can only be killed if there is no shadow in contact with his body, or if radiant damage reduces him to 0hp. If niether of these conditions are met, he is instead knocked to 1hp.
Fiendish Constitution: Aggranor has resistances to Fire, Force, Thunder and Lightning damage. He is also immune to Necrotic, Psychic, Cold and Slashing, Piercing and Bludgeoning damage from non-magical non-silvered weapons.
Holy Bane: Any attack against Aggranor in sacred grounds is made at advantage, and any attack made against him with a silvered weapon automatically maxes the base damage die of the weapon.
Advanced Shadowcaster. Aggranor is a 9th level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +8 to hit with spell attacks). He is able to focus on two concentration spells at once. Aggranor has the following spells prepared at all times:
Cantrips (at will): Chill Touch, Message, Minor Illusion, Shocking Grasp, Vicious Mockery.
1st level (4 slots): Cause Fear, Charm Person, Inflict Wounds, Command, Ray of Sickness.
2nd level (4 slots): Blindness/Deafness, Detect Thoughts, Enthrall, Ray of Enfeeblement.
3rd level (4 slots): Animate Dead, Bestow Curse, Counterspell, Vampiric Touch.
4th level (3 slots): Blight, Evards Black Tentacles, Hallucinatory Terrain, Summon Greater Demon.
5th level (2 Slots): Bigby's Hand, Contagion, Danse Macabre, Modify Memory.
Multi-attack. Aggranor makes 4 attacks, these are with his claws. He can alternately cast two spells and use one of his Shadowfiend Rule abilities as her multi-attack.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 10 (2d6 + 2) Slashing damage.
Fiendish Rebuke (1/day). Once per day, Aggranor can avoid a target's attack to instead cast a spell at the target.
Reflect Element (costs 2 actions): Aggranor ignores all magical elemental damage taken from an attack and stores it. If the element was from a spell, Aggranor adds the spell level to the damage absorbed. On his next sucessful melee attack, Aggranor adds the absorbed damage on top of his regular claw damage.
Aggranor has 3 Legendary Actions outside of his lair, and gains 2 additional Actions once inside his lair. These actions regenerate at the start of every round of combat and can be used at the end of any creature's turn.
Wave of Chaos (Costs 2 Actions). Aggranor surges with purple energy before releasing it as a wave of either Necrotic gas or Psychic energy. Any target in a 30ft radius of Aggranor must make a DC 20 saving throw or take 2d10 (12) points of the selected damage type.
Shadowed Defense (Costs 1 Action): Aggranor draws nearby shadow to him to increase his armour class to 22, this effect drops at the start of his next turn.
Shadowed Health (Costs 1 Action): Aggranor absorbs some of the local shadows to regenerate 10hp.
Description
Aggranor is an Elder Shadowfiend and king of the Shadowrealm, he holds a bird-like head and long blade-like clawed hands. He stands at 10 feet tall and is comprised of solid shadows. His eyes pulse with a deep violet-purple sheen and his voice is soft and tender, disruptingly so given his appearance; however as his anger builds, so too does the snarling untone of Fiendish growl.
Lair and Lair Actions
Aggranor's lair is often a large building swamped in darkness, any creature who does not have darkvision would be blind in such circumstances, and no non-magical sorces of light can enter the space.
Lair Actions
At the start of the initiative order, Aggranor takes a lair action to cause one of the following effects; He can’t use the same effect two rounds in a row:
- Rifts of Necrotic energy crack across the floor, any creature that passes over one of these rifts takes 12 (2d10) points of Necrotic damage.
- Incomprehiensible whispers fill space, all creatures other than fiends must succeed on a wisdom saving throw of DC 18 at the start of their turn or drop prone in a fit of pain.
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