Large Fiend (Angel, Devil), Chaotic Evil
Armor Class 22 plate[adimandine]
Hit Points 459 (29d10 + 261)
Speed 50 ft., Fly 150 ft.
STR
27 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws INT +16, WIS +16, CHA +18
Skills Intimidation +18, Perception +16
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Devil’s Sight. Magical darkness doesn’t impede Astaroth’s darkvision.

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

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

Regeneration. Astaroth 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. Astaroth dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Astaroth makes three Longsword attacks. he can replace one attack with a use of Astaroth's hand of death, if available.

 

Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) radiant damage, or 19 (2d10 + 8) radiant damage when used with two hands, plus 36 (8d8) fire damage.

 Astaroth's hand of death(Recharge 5–6). Astaroth touches one creature within 10 feet of him. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is 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.

Spellcasting. Astaroth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):

At will: alter self (can become Medium when changing his appearance), detect evil and good, fireball, invisibility (self only), major image, wall of fire

3/day each: blade barrier, dispel evil and good, finger of death

Teleport. Astaroth teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions
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 his turn.

Teleport. Astaroth uses Teleport.

Immolating Gaze (Costs 2 Actions). Astaroth turns his magical gaze toward one creature he can see within 120 feet of him and commands it to burn. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.

Description

Astaroth was once a mighty solar, and when a planitar insulted him Astaroth turned to the demon lord Graz’zt. Astaroth asked Graz’zt to strip away his angelic heitance for Astaroth's sevitude to lord Graz’zt for a thousand years. and after a thousand years had passed, Astaroth was finally free. he set his sights on taking over ferun.

          

Monster Tags: DemonAngel

FunkyChickenMaster

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