Legendary Resistance (3/Day): If Asmidus fails a saving throw, he can choose to succeed instead.
Magic Resistance: Asmidus has advantage on saving throws against spells and magical effects.
Innate Spellcasting: Asmidus can cast spells from the wizard spell list (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At will: Counterspell, Dispel Magic, Fireball, Wall of Force
- 3/day each: Dominate Person, Plane Shift
Actions:
Multiattack: Asmidus can make three weapon attacks or use one of his legendary actions.
Crucible Empowerment (Recharge 5-6): Asmidus channels the energy of a random crucible. Roll a d6 to determine the empowered ability:
- Betrayal's Vengeance: Asmidus targets a creature within 120 feet, forcing it to make a DC 22 Charisma saving throw or take 50 (10d10) psychic damage and become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Duality's Reflection: Asmidus creates a mirror image of himself. Until his next turn, attacks made against him have disadvantage.
- Eternal Fortitude: Asmidus gains 100 temporary hit points and advantage on all saving throws for 1 minute.
- Cataclysmic Blast: Asmidus releases a wave of destructive energy in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 60 (12d10) force damage on a failed save, or half as much damage on a successful one.
- Radiant Surge: Asmidus emits a blinding light in a 30-foot radius around him. Each creature within that area must make a DC 22 Constitution saving throw or be blinded for 1 minute.
- Shroud of Shadows: Asmidus envelops himself in darkness, becoming invisible until the start of his next turn.
Enter the description for how bonus actions work for your monster here.
Legendary Actions: Asmidus 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. Asmidus regains spent legendary actions at the start of his turn.
- Attack: Asmidus makes one weapon attack.
- Legendary Spell (Costs 2 Actions): Asmidus casts a spell from his innate spellcasting list.
- Crucible Resonance: Asmidus harnesses the combined power of all six crucibles, triggering a massive explosion of energy. Each creature within a 60-foot radius of Asmidus must make a DC 23 Dexterity saving throw, taking 100 (20d10) force, radiant, and psychic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
The first impression upon entering the Wraithan Forges is the sheer expanse of the underground complex, a sprawling network of interconnecting tunnels and chambers carved into the earth. Molten rivers snake through the stone, illuminating the darkness with an eerie, pulsating glow. Enormous, shadowy figures work tirelessly at countless forges, crafting legendary weapons and armor with unparalleled skill. The walls bear intricate runes and symbols, glowing intermittently as if imbued with arcane energies. The atmosphere crackles with a sense of both ancient power and foreboding mystery.
Lair Actions
On initiative count 4, Asmidus takes a lair action to cause one of the following effects; Asmidus can’t use the same effect two rounds in a row:
- Shadows coalesce and reach out, attempting to ensnare intruders. Asmidus targets one creature within 120 feet, and the creature must make a DC 18 Strength saving throw or be restrained until the end of Asmidus's next turn.
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The runes etched into the walls flare with power. Asmidus gains advantage on his next saving throw or attack roll within the next minute.
- Asmidus taps into the inherent magic of the Wraithan Forges, causing the caverns to reverberate with a deafening cacophony. All creatures within the lair must succeed on a DC 15 Constitution saving throw or suffer disadvantage on their next attack roll.
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