Large Fiend, Typically Neutral Evil
Armor Class 18 Natural
Hit Points 650 (40d20 + 200)
Speed 60 ft.
STR
22 (+6)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws STR +15, DEX +14, CHA +14
Skills Acrobatics +11, Athletics +12, Deception +11, Insight +6, Intimidation +11, Persuasion +11
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Frightened
Senses Darkvision 120, Passive Perception 16
Languages Abyssal, Common, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Spellcaster. Aberrine can cast the following spells at 6th level (+11 to hit, DC 18):

3/day: [Lightning Bolt], [Chain Lightning]

Queen of the Storm. Abberine's attacks and spells that deal lightning damage bypass resistances to lightning damage.

Enchanted Sword. Abberine's attacks are magical for the purpose of overcoming resistances.

Legendary Resistance (3/day). If Abberine fails a saving throw, she can choose to succeed on that saving throw instead.

Speed of Lightning. Regardless of their abilities or if they take the Disengage action, creatures who leave Abberine's range are subject to opportunity attacks. If that creature is normally immune to opportunity attacks, the attack will be made at disadvantage.

Laser Focused. Disadvantage cannot be imposed on Abberine.

Actions

Multiattack. Abberine may attack up two three times with her Storm Sword attack, any of which may be replaced by a Storm Whipsword attack.

Storm Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 18 (4d6 + 6) slashing damage and 9 (3d6) lightning damage.

Storm Whipsword. Ranged Weapon Attack: +12 to hit, range 30/60 ft., 1 target. Hit: 12 (2d6 + 6) piercing damage and 9 (3d6) lightning damage.

Flash Step (Recharge 4-6). Abberine dashes up to 60 feet directly to a creature and grapples them (Dexterity saving throw DC 20). Anyone within 5 feet of her during her dash takes 16 (4d8) lightning damage.

Piercing Gaze Beam (Recharge 5-6).  Ranged Magic Attack: +11 to hit, range 120/360 ft., unlimited targets in a line. Hit: 40 (8d10) lightning damage and creatures are paralyzed until the start of their next turn.

Bonus Actions

Thunder Palm (Only usable if Aberrine is grappling a creature, recharges with Flash Step). Abberine blasts a grappled creature away. That creature takes 40 (8d10) lightning damage, is knocked back 40 feet, and falls prone.

Legendary Actions

Abberine 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. Abberine regains spent legendary actions at the start of her turn.

Thunder Sidestep (Costs 1 action). Abberine can move to an open space up to half her movement speed without provoking opportunity attacks.

Storm Sword (Costs 1 action). Abberine can make one Storm Sword or one Storm Whipsword.

Lair and Lair Actions

A throne room with storm clouds floating just below the roof.

Lair Actions

On initiative count 20 (losing initiative ties), Abberine takes a lair action to cause the following effect; Abberine can’t use the same effect two rounds in a row:

  • Abberine calls down lightning from the roof. All creatures in a 10x10 foot cube must make a Dexterity saving throw DC 16 or take 18 (6d6) lightning damage on a failed save. On a successful save, nothing happens.

Previous Versions

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Monster Tags: Demonhumanoid

NorosElderwing

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