Amphibious. Abezethibou can breathe air and water.
Aura of Wrath. Any creature of Abezethibou’s choice that starts its turn within 60 feet of him must succeed on a DC 26 Wisdom saving throw. On a failed save, the creature is frightened of Abezethibou until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Abezethibou’s Aura of Wrath for the next 24 hours.
Devil's Sight. Magical darkness does not impede Abezethibou’s darkvision.
Glide. When Abezethibou falls and is not [condition]incapacitated[condition], he subtracts up to 100 feet from the fall when calculating the fall’s damage, and he can move up to 2 feet horizontally for every 1 foot he descends.
Innate Spellcasting. Abezethibou’s innate spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Blindness/Deafness, Command, Darkness, Detect Evil and Good, Detect Magic, Inflict Wounds (as a 3rd–level spell), Invisibility (self only), Thaumaturgy
3/day each: Dispel Evil and Good, Dispel Magic, Finger of Death, Raise Dead, Wall of Force
1/day each: Dominate Monster, Teleport, Plane Shift (self only)
Legendary Resistance (3/Day). If Abezethibou fails a saving throw, he can choose to succeed instead.
Magic Resistance. Abezethibou has advantage on saving throws against spells and other magical effects.
Magic Weapons. Abezethibou’s weapon attacks are magical.
Regeneration. Abezethibou regains 20 hit points at the start of each of his turns. If he takes radiant damage, this trait does not function at the start of his next turn. Abezethibou dies only if he starts his turn with 0 hit points and does not regenerate.
Special Equipment. Abezethibou wields a magical greataxe called Howl. While holding Howl, Abezethibou can use an action to cast the Thunderwave spell as a 4th–level spell, (spell save DC 16) without expending a spell slot.
Unholy Weapons. When Abezethibou hits with any weapon, the weapon deals an extra 6d6 necrotic damage (included in the attack).
Multiattack. Abezethibou makes three attacks: one with his Bite, one with Howl, and one with his Tail.
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage, plus 21 (6d6) necrotic damage. On a hit, the target must succeed on a DC 23 Constitution saving throw. On a failed save, the target is poisoned until cured. While poisoned in this way, the target cannot regain hit points. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Howl (Greataxe). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) slashing damage, plus 21 (6d6) necrotic damage. Howl has 3 charges. When Abezethibou hits a target with this greataxe he can expend a charge (no action required) and deal an extra 11 (2d10) thunder damage to the target.
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, plus 21 (6d6) necrotic damage. If the target is size Medium or smaller, it must succeed on a DC 24 Dexterity saving throw. On a failed save, the target is grappled by Abezethibou’s tail. Abezethibou can grapple only one creature with his tail at a time, and he cannot make a Tail attack against a different target while a creature is grappled.
Teleport. The archdevil magically teleports, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see.
Summon Devil (1/Day). As an action, the archdevil summons either 5d4 Spined Devils, 4d4 Barbed Devils, 3d4 Bone Devils, 2d4 Erinyes, or 1d4 Pit Fiends. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other devils. It remains until it dies, its summoner dies, or until its summoner dismisses it as an action.
Parry. Abezethibou adds 8 to his Armor Class against one melee attack that would hit him. To do so, Abezethibou must see the attacker and be wielding a melee weapon.
The archdevil 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. The archdevil regains spent legendary actions at the start of each of their turns.
Attack. Abezethibou makes a single attack with Howl or his Tail.
At Will Spell. Abezethibou casts one of his “At Will” spells, from his Innate Spellcasting list.
Howl. While holding Howl, his greataxe, Abezethibou can cast the Thunderwave spell from it, as a 4th–level spell, (spell save DC 16).
Teleport. Abezethibou uses his Teleport action.
Description
Archdevil of Wrath, The Angel Slayer, the Fallen Betrayer, One Winged Devil, Abezethibou rules over the 10th Circle of Hell.
Abezethibou is a 9-foot tall muscular humanoid devil. His body is covered in fiery red scales as tough as iron. He has ten short horns that circle his head like a crown, and two short tusks that hook upward. His eyes are voids of darkness, his powerful tail is about 18-feet long, and his breath is that of toxic death. Abezethibou only has one devilish wing on his left side. Where his right wing would be, is a scarred stump.
He wears a battle worn adamantine breastplate, bracers on his forearms and shins, and a kilt of chainmail and leather.
Armies of Hell. Abezethibou commands 30 legions of Barbed Devil, 10 legions of Bone Devil, 90 legions of Spined Devil, and 8 Battle Balloon fleets.
History. Abezethibou used to be a high ranking general in the armies of good. He succumbed to the corrupting influence of Hell and fell from grace. His fellow angels attempted to stop his fall into evil, but in the struggle Abezethibou’s right wing was torn off. He now holds a burning hatred for all celestials and good aligned creatures. Lucifer admired Abezethibou’s passion for war and offered him rulership of his own circle of Hell. He accepted his offer by slaying the previous archdevil of the circle of Wrath. He took the circle for himself and was transformed by Lucifer into an archdevil.
Howl. Abezethibou wields a +2 greataxe called Howl, the head of this greataxe is shaped to resemble the profile of a yawning wolf, its gaping jaw forming the blade’s edge. While wielding Howl, Abezethibou can cast the Thunderwave spell as a 4th–level spell, and he can choose to deal extra thunder damage when he hits a target.
Well Guarded. Abezethibou is always guarded by 10 (4d4) Spined Devil and 3 (1d6) Barbed Devil.
Family
Abezethibou’s wife and daughter spend most of their time inside of Abezzu or walking the city of Savagoath, under heavy guard.
Nyfa’mor. Abezethibou’s wife, advisor, and consort. A power Succubus with 15 levels in College of Eloquence Bard. Nyfa’mor has smooth pitch black skin, a very long whiplike tail, long curled horns, glowing red eyes, long black silk hair, and a beautiful curvy body. She wears revealing silk robes and dresses with many jewels and bands of gold and platinum. She is always guarded by 5 (2d4) Spined Devil and 2 (1d4) Succubus.
Resynna. Abezethibou’s daughter resembles a muscular Succubus with dark red skin, six curved black horns, and a mohawk of black hair. She wears a set of platinum armor, enhanced with fiendish magic. Resynna has 10 levels in Hexblade Warlock, and her weapon of choice is an Infernal longsword. She is charged with the security and protection of Savagoath and Abezzu. She is always guarded by 5 (2d4) Spined Devil and 2 (1d4) Barbed Devil.
Archdevils of Sin
At the top of the hierarchy in Hell stand the archdevils, an elite covenant of devils, one for each of the thirteen circles of Hell. Each one was given their power and position by Lucifer himself. The thirteen circles of Hell are named in order; Limbo, Pride, Lust, Gluttony, Greed, Fraud, Heresy, Anger, Violence, Wrath, Sloth, Treachery, and Envy.
Favor in Hell shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter.
Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of Hell, can fulfill nearly any desire (within the limits of a Wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil cannot fulfill its own wish.
Power Over Hell
Archdevils are the masters of their own circle of Hell granting them power over it. To use any of these abilities, the archdevil must be on their own circle of Hell, and can only target an area, creature, or object on their circle with these abilities.
All Seeing. The archdevil can cast the Scrying spell, requiring no spell components, naming any person or place within the archdevil’s circle as the spell’s subject. The archdevil can use this feature 5 times, and they regain all expended uses after they complete a long rest.
Control Weather. The archdevil can cast the Control Weather spell, requiring no spell components. When the archdevil uses this ability to cast the Control Weather spell, they do not need to hold concentration on it, and it takes half of the time for the weather to change.
Knowledge. The archdevil can cast the Legend Lore spell, requiring no spell components, naming any person, place, or object within the archdevil’s circle as the spell’s subject. The archdevil can use this feature 5 times, and they regain all expended uses after they complete a long rest.
Quake. The archdevil can cast the Earthquake spell, requiring no spell components, targeting any location within the archdevil’s circle as the spell’s subject. When the archdevil uses this ability to cast the Earthquake spell, they do not need to hold concentration on it, and they do not have to have line of sight on the location. The archdevil can use this feature 3 times, and they regain all expended uses after they complete a long rest
Manipulate Hell. Each archdevil rules over their own circle of Hell and are able to transform the landscape as they desire. The archdevil can spend 10 minutes concentrating (as if concentrating on a spell) on an area they can see no larger than 5 cubic miles and reshape the landscape. For the duration of your concentration you alter the landscape. No matter can be created or destroyed using this ability, but it can be altered. The archdevil cannot affect creatures with this ability, only the landscape on their circle of Hell. The archdevil can create nonmagical plants that are not a creature, such as bushes, grass, shrubs, and trees but no other form of life can be created or destroyed.
Some examples of what this ability allows the archdevil to do are as follows: Turning a field of rocks into rolling hills of grass and flowers, Summoning jagged spikes of glass from the ground, Turn a river of water into lava, acid, or liquid gold, Transform a sea from water into sand, Conjure or destroy a thick forest, Raise or flatten a mountain, Open or close a canyon, and Creating or destroying a city.
Lair and Lair Actions
Circle of Wrath
The 10th–Circle of Hell known as Wrath is in perpetual midnight, forever lit by a single blood moon, giving the circle a dim red glow. There are several areas on the circle of Wrath: Abezzu, the Dead Marsh, the Mountain Tunnels, Port Thyg, Savagoath, the Screaming Mountains, River of Blood, River Styx.
Abezzu
Abezethibou’s main home is a massive stone castle stained red with the blood of millions of slaughtered victims over thousands of years. Tall walls and towers with a germanium inspiration. The interior of the castle is filled with collected skulls and other trophies from creatures and Celestials across the planes that Abezethibou has killed. It is surrounded by a moat filled from the River of Blood. The main drawbridge is always guarded by 14 (4d6) Spined Devil and 2 (1d4) Pit Fiend. The walls are guarded by 55 (10d10) Bearded Devil armed with heavy crossbows. The guards will not let anyone into the castle without an invitation.
Dead Marsh
Framing all sides of the River Styx and the River of Blood, this thick swamp is filled with swarming undead, biting insects, overgrown trees, pools of boiling tar, and the remains of destroyed stone buildings. A thick fog hangs in the marsh making the area lightly obscured. The Dead Marsh starts at the banks of the River Styx and the River of Blood, stretching out about 30 to 50 miles on all sides. The necrotic fluids of the River of Blood and the polluted waters of the River Styx mix at several spots within the Dead Marsh, creating deadly pools of vile poison.
Denizens. The Dead Marsh is mostly filled with undead but many other dangerous creatures reside in the marsh as well, for example: Adult Black Dragon, Allip, Amphisbaena, Ancient Black Dragon, Black Abishai, Black Guard Drake, Black Pudding, Bodak, Catoblepas, Corpse Flower, Crocodile, Diseased Giant Rat, Enormous Tentacle, Five-armed Troll, Froghemoth, Ghast, Ghost, Ghoul, Giant Constrictor Snake, Giant Crocodile, Giant Frog, Giant Lizard, Giant Poisonous Snake, Giant Rat, Giant Spider, Giant Toad, Gloamwing, Greater Zombie, Green Hag, Hellwasp, Hydra, Hydroloth, Imp, Lemure, Nagpa, Night Hag, Nightwalker, Nupperibo, Ogre Skeleton, Ogre Zombie, Rot Troll, Shadow, Shadowghast, Shambling Mound, Skeleton, Stirge, Swarm of Insects (all variants), Swarm of Maggots, Swarm of Rot Grubs, The Lost, Tree Blight, Troll, Twig Blight, Two-Headed Crocodile, Udaak, Undead Shambling Mound, Venom Troll, Vine Blight, Will-o'-Wisp, Wraith, Young Black Dragon, Zombie Clot, Zombie.
Mountain Tunnels
The Screaming Mountains are full of a massive complex network of tunnels and caves that stretch for thousands of miles underground, resembling the underdark.
Denizens. The Tunnels are filled with many dangerous creatures, for example: Bodak, Diseased Giant Rat, Fiendish Giant Spider, Five-armed Troll, Ghast, Ghost, Ghoul, Giant Bat, Giant Centipede, Giant Rat, Giant Scorpion, Giant Spider, Greater Zombie, Howler, Imp, Lemure, Nagpa, Phase Spider, Rot Troll, Shadow, Shadowghast, Skeleton, Stirge, Swarm of Insects (all variants), Swarm of Maggots, Swarm of Rot Grubs, The Lost, Troll, Will-o'-Wisp, Wraith, Zombie.
Port Thyg
A port city built on the coast of the River of Blood up against the base of the Screaming Mountains at the edge of the Dead Marsh. Port Thyg is protected by a 30-foot tall wall of burnt metal covered with spikes and razor wire. Travelers can stop at Port Thyg to resupply, acquire passage on a ship across the River of Blood, or hire a guide through the Screaming Mountains.
Denizens. Many devils and other evil creatures reside or pass through Port Thyg, for example: Amnizu, Arcanaloth, Barbed Devil, Barghest, Bearded Devil, Black Abishai, Blood Witch, Blue Abishai, Bone Devil, Cambion, Chain Devil, Daemogoth, Dao, Dhergoloth, Efreeti, Erinyes, Green Abishai, Horned Devil, Hydroloth, Ice Devil, Imp, Incubus, Lemure, Lich, Mezzoloth, Narzugon, Necromancer, Nergaliid, Night Hag, Nycaloth, Oinoloth, Orthon, Pit Fiend, Rakshasa, Red Abishai, Spined Devil, Succubus, Ultroloth, White Abishai, Yagnoloth.
River of Blood
Starting from the Sea of Blood on Violence, the 9th Circle of Hell. The River of Blood is a mile wide river of necrotic blood. A vile mix of fiendish, monstrous, and celestial blood from all of the victims of the Blood Wars.
Blood Madness. Any creature that drinks from the River of Blood or starts its turn in the river must succeed on a DC 20 Charisma saving throw. On a failed save, a creature is overcome with ferocious rage, dark depression, and wild madness for the next minute. For the duration, the creature cannot take reactions and it must roll a d10 at the start of each of its turns to determine its behavior for that turn.
- 1–2. The creature uses all its movement and its action to Dash to move in a random direction, roll a d8 and assign a direction to each die face. The creature takes no other actions this turn.
- 3–4. The creature does not move or take any actions this turn.
- 5–6. The creature uses its action to make a melee weapon attack against a random target within reach. If no targets are in reach, the creature can use its movement to reach a target.
- 7–8. The creature uses its movement and action to jump, spin, and flail in its space as it screams and blunders nonsense as loud as it can. The creature takes no other actions this turn.
- 9–10. The creature falls prone and maniacally laughs and cries. The creature takes no other actions this turn.
The River of Blood flows through the Dead Marsh, infecting it with its necrotic energy. It then cuts through the Screaming Mountains, twisting around mountains, ridges, and cliffs. It passes by the city of Savagoath. The River of Blood is about 1,200–3,000 feet wide.
Denizens. Very few creatures can live within the River of Blood, for example: Ghost, Specter, Wraith.
River Styx
The Styx crawls through the uppermost layers of the seven lower planes. It starts in Pandemonium and works its way through the Abyss, Carceri, Hades, Gehenna, Hell, and Acheron. In the 1st Circle of Hell, Limbo, most of the River Styx cuts across the landscape and continues on to Acheron, but a slight portion of the Styx is drained down to the circles below.
The River Styx feeds into the Dead Marsh and flows down into the lower circles. The River Styx is about 1,200–3,000 feet wide.
Styx Mind Sapping. Unless immune to the river’s effects, a creature that drinks from the Styx or enters the river is targeted by a Feeblemind spell (save DC 20). A creature must repeat the saving throw whenever it starts its turn in the river, until it fails the save. A feebleminded creature can drink from the Styx and swim in its waters without suffering any additional deleterious effects. If a creature fails its saving throw and remains under the spell’s effect for 30 consecutive days, the effect becomes permanent (no save) and the creature loses all its memories, becoming a near-mindless shell of its former self. At that point, nothing short of a Wish spell or Divine Intervention can undo the effect. Water taken from the River Styx loses its potency after 24 hours, becoming a harmless, foul-tasting liquid. However, Arcanaloths, Night Hags, and other fell creatures might know rituals that can prolong the water’s potency, at your discretion.
Denizens. The River Styx is home to a many powerful creatures: Hydroloth, Giant Lightning Eel, Giant Octopus, Giant Sea Eel, Giant Shark, Giant Snail, Giant White Moray Eel, Hunter Shark, Lampreys, Merrenoloth, Plesiosaurus, Quipper, Reef Shark, Swarm of Quippers, Stygian Linnorms, Styx Dragons, Two-Headed Plesiosaurus.
Savagoath
The Prison City, Crater of Pain, Savagoath is a massive fiendish city constructed out of hot iron and steel. The city is located about three days walk through the Screaming Mountains, within a crater about 35 miles in diameter. The city is surrounded by mile high walls, made of serrated volcanic glass. Savagoath is a city of devils and other evil creatures from across the planes. Its main sources of income are in the selling and the breaking of slaves, in training warriors to fight, and in building machines of war.
Battle Dome. A battle arena, where creatures from across the planes are forced to fight to the death for entertainment.
Black Gates. The main entrance into Savagoath, it is a set of two black iron doors hundreds of feet high, and wide enough for an army. The Black Gates are always guarded by at least 36 (8d8) Imp, 21 (6d6) Bearded Devil, 11 (2d10) Barbed Devil, and 3 (1d6) Pit Fiend. The devils standing guard may harass a party, but unless the devils have a reason to keep you from entering, they will let you enter Savagoath, in fact they might be slightly impressed that you were able to make the journey.
Crimson Port. The docks at Savagoath are built upon the River of Blood. Mostly used for the movement of troops and supplies. The ports are under constant watch from above by 55 (10d10) Imp, 36 (8d8) Spined Devil, and 11 (2d10) Bone Devil. The watches might question you, but unless you break any of their laws, you are free to go about your business.
Secret Tunnel. The final entrance is secret, a hidden cave in the Screaming Mountains connects to the sewer system below the city. It has no guards but does have several traps.
Denizens. Many devils and other evil creatures reside within Savagoath, for example: Amnizu, Arcanaloth, Barbed Devil, Barghest, Bearded Devil, Black Abishai, Blood Witch, Blue Abishai, Bone Devil, Cambion, Chain Devil, Daemogoth, Dao, Dhergoloth, Efreeti, Erinyes, Green Abishai, Horned Devil, Hydroloth, Ice Devil, Imp, Incubus, Lemure, Lich, Mezzoloth, Narzugon, Necromancer, Nergaliid, Night Hag, Nycaloth, Oinoloth, Orthon, Pit Fiend, Rakshasa, Red Abishai, Spined Devil, Succubus, Ultroloth, White Abishai, Yagnoloth.
Screaming Mountains
So named from the echoing screams that can be heard from travelers lost to madness or from the residing creatures. There is a powerful curse upon these lands, a crawling madness that claws into the minds of all good aligned creatures within the Screaming Mountains. A deselect landscape of vertical cliffs and mountains made of razor–sharp volcanic glass, interwoven with twisting pathways leading to nowhere, and pockmarked with a maze of tunnels descending into darkness. It is extremely easy to get lost while traveling through the many winding paths of the Screaming Mountains. Luckily, most devils will offer to safely guide you through, for a price. However, a much safer way to navigate through the Screaming Mountains is to charter a ship on the River of Blood, which flows and twists through the Screaming Mountains to Savagoath.
Curse of the Lost. Every time a good aligned creature completes a long rest within the Screaming Mountains, they must succeed on a DC 10 Wisdom saving throw. On a failed save, the creature's Wisdom score decreases by one. If a creature’s Wisdom is reduced to 0, it is unconscious until it regains at least one point of Wisdom. While unconscious in this way, a creature slowly transforms into one of The Lost over the course of 11 (2d10) hours. A Greater Restoration spell or similar magic can restore a creature's Wisdom score to normal. However, once a creature has transformed into one of The Lost, only a Wish spell or Divine Intervention can return them to normal.
Denizens. The Screaming Mountains are filled with dangerous creatures, for example: Ambush Drake, Behir, Blood Toll Harpy, Bone Devil, Diseased Giant Rat, Fiendish Giant Spider, Giant Bat, Giant Centipede, Giant Rat, Giant Scorpion, Giant Spider, Giant Wasp, Harpy Matriarch, Harpy, Hellwasp, Howler, Imp, Parasite Infested Behir, Peryton, Phase Spider, Shadow, Skeleton, Spined Devil, Swarm of Insects (all variants), The Lost, Will-o'-Wisp, Zombie.
Lair Actions
Abezethibou’s lair is the entire circle of Wrath. However, depending on where he is when encountered, will determine what lair actions he can take.
Lair Actions: Abezzu
On initiative count 20 (losing initiative ties), Abezethibou takes a lair action to cause one of the following effects: Abezethibou cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:
- Blindness. Dark shadows reach towards a creature of Abezethibou’s choice that he can see within 150 feet of him. The creature must succeed on a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of the next lair action (initiative count 20).
- Command. Abezethibou casts the Command spell (spell save DC 20) on every creature of his choice in Abezzu. He need not see each one, but he must be aware that an individual is in Abezzu to target that creature.
- Darkness. Magical darkness spreads from a point Abezethibou chooses within 150 feet of him, filling a 15–foot–radius sphere until Abezethibou dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision cannot see through this darkness, and nonmagical light cannot illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd–level or lower, the spell that created the light is dispelled.
- False Wall. Abezethibou causes up to 5 doors within Abezzu to become walls, and an equal number of doors to appear on walls where there previously were none.
- Reinforcements. Abezethibou magically summons 3 (1d4 + 1) Spined Devils. A summoned Spined Devil appears in an unoccupied space within 60 feet of Abezethibou, acts as Abezethibou’s ally, and cannot summon other devils. A summoned Spined Devil remains until Abezethibou dies or until he dismisses it as an action.
Lair Actions: Dead Marsh
On initiative count 20 (losing initiative ties), Abezethibou takes a lair action to cause one of the following effects: Abezethibou cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:
- Blindness. Dark shadows reach towards a creature of Abezethibou’s choice that he can see within 150 feet of him. The creature must succeed on a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of the next lair action (initiative count 20).
- Darkness. Magical darkness spreads from a point Abezethibou chooses within 150 feet of him, filling a 15–foot–radius sphere until Abezethibou dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision cannot see through this darkness, and nonmagical light cannot illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd–level or lower, the spell that created the light is dispelled.
- Insect Cloud. A cloud of swarming insects fills a 20–foot–radius sphere centered on a point Abezethibou chooses within 150 feet of him. The cloud spreads around corners and remains until Abezethibou dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature that starts its turn in the cloud or enters the cloud for the first time on its turn, must succeed on a DC 20 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) piercing damage. On a successful save, a creature takes half damage.
- Noxious Gas. A bubble of swamp gas erupts in a 20–foot–radius sphere centered on a point on the ground Abezethibou can see within 150 feet of him. Each creature in the area must succeed on a DC 20 Constitution saving throw. On a failed save, a creature is poisoned for one minute. A target poisoned in this way, can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- River of Blood. A spray of blood splashes at one creature Abezethibou can see that is within 20 feet of the River of Blood. The target must succeed on a DC 20 Charisma saving throw. On a failed save, the target falls under the effects of the Confusion spell until the start of the next lair action (initiative count 20).
- River Styx. A spray of water splashes at one creature Abezethibou can see that is within 20 feet of the River Styx. The target must succeed on a DC 20 Intelligence saving throw. On a failed save, the target forgets all languages and is unable to speak until the start of the next lair action (initiative count 20).
Lair Actions: Port Thyg & Savagoath
On initiative count 20 (losing initiative ties), Abezethibou takes a lair action to cause one of the following effects: Abezethibou cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:
- Blindness. Dark shadows reach towards a creature of Abezethibou’s choice that he can see within 150 feet of him. The creature must succeed on a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of the next lair action (initiative count 20).
- Darkness. Magical darkness spreads from a point Abezethibou chooses within 150 feet of him, filling a 15–foot–radius sphere until Abezethibou dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision cannot see through this darkness, and nonmagical light cannot illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd–level or lower, the spell that created the light is dispelled.
- Force Wall. Abezethibou casts the Wall of Force spell, Abezethibou does not need to concentrate on this spell, he chooses the shape of the wall, and it does not expend a charge from his Innate Spellcasting list. The Wall of Force disappears at the start of the next lair action (initiative count 20).
- Reinforcements. Abezethibou magically summons 3 (1d4 + 1) Spined Devils. A summoned Spined Devil appears in an unoccupied space within 60 feet of Abezethibou, acts as Abezethibou’s ally, and cannot summon other devils. A summoned Spined Devil remains until Abezethibou dies or until he dismisses it as an action.
- River of Blood. A spray of blood splashes at one creature Abezethibou can see that is within 20 feet of the River of Blood. The target must succeed on a DC 20 Charisma saving throw. On a failed save, the target falls under the effects of the Confusion spell until the start of the next lair action (initiative count 20).
Lair Actions: Screaming Mountains & Tunnels
On initiative count 20 (losing initiative ties), Abezethibou takes a lair action to cause one of the following effects: Abezethibou cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:
- Blindness. Dark shadows reach towards a creature of Abezethibou’s choice that he can see within 150 feet of him. The creature must succeed on a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of the next lair action (initiative count 20).
- Darkness. Magical darkness spreads from a point Abezethibou chooses within 150 feet of him, filling a 15–foot–radius sphere until Abezethibou dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision cannot see through this darkness, and nonmagical light cannot illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd–level or lower, the spell that created the light is dispelled.
- Quake. A 60–foot–radius area of ground within 150 feet of Abezethibou shakes violently. All creatures on the ground in the area must succeed on a DC 20 Dexterity saving throw. On a failed save, a creature falls prone. Also, that area is difficult terrain until the start of the next lair action (initiative count 20).
- River of Blood. A spray of blood splashes at one creature Abezethibou can see that is within 20 feet of the River of Blood. The target must succeed on a DC 20 Charisma saving throw. On a failed save, the target falls under the effects of the Confusion spell until the start of the next lair action (initiative count 20).
- Warping Shunt. Abezethibou targets one creature he can see within 150 feet of him. The target must succeed on a DC 20 Charisma saving throw. A willing creature can choose to fail their saving throw. On a failed save, the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of Abezethibou’s choice within 30 feet of him.
Previous Versions
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10/4/2023 8:02:50 PM
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Coming Soon
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