Huge Fiend (Devil), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 30 ft., fly 60 ft.
STR
29 (+9)
DEX
17 (+3)
CON
22 (+6)
INT
19 (+4)
WIS
16 (+3)
CHA
23 (+6)
Saving Throws DEX +10, CON +13, WIS +10, CHA +13
Skills Deception +13, Intimidation +13, Persuasion +10
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Bludgeoning, Necrotic, Piercing, Slashing
Damage Immunities Cold, Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 20
Languages all, telepathy 120ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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

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

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

Special Equipment. Aamonides wears adamantine armor, khrusor, spear of heliod, elemental gem(red corundum), insignia of claws(included in the attack), lifewell tattoo

Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn.

Luminous. The spear Khrusor sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

Spells. The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6+4 expended charges daily at dawn.

Major Detrimental Properties. Unknown to Aamonides, the artifact houses a bodiless life force that is hostile towards him. Each time he uses an action to use one of the artifact’s properties, there is a 50 percent chance that the life force tries to leave the artifact and enter his body. If Aamonides fails a DC 20 Charisma saving throw, the artifact succeeds, and he becomes posessed under Heliod's control until the intruding life force is banished using magic (or a legendary resistance) such as the dispel evil and good spell or banishment.

Heliod's Curse. Whenever Aamonides takes damage while attuned to the spear, he must succeed on a DC 15 Wisdom saving throw or be affected as though he failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. A creature may repeat the saving throw upon taking damage.

Actions

Multiattack. Aamonides makes two Claw attacks and one Stinger attack. Alternatively, if Khrusor is in his posession, he may instead choose to attack four times with the spear.

Claws. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 24(4d6 + 10) cold damage. If the target is Large or smaller, it is grappled (DC24) and it is restrained until the grapple ends. Aamonides can grapple one creature at a time. If the target is already grappled by Aamonides, the target takes an extra 27(6d8) cold damage. 

Spear of the Sun. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 16(1d6 + 13) piercing damage. The target takes an extra 9(2d8) radiant damage. 

Stinger. Melee Weapon Attack: +17 to hit, reach 20 ft., one creature. Hit: 15 (2d4 + 10) force damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit point maximum is reduced to 0.

Sound the Horn (1/Day). Aamonides blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear, and they obey his commands. They remain until they die or Aamonides uses an action to dismiss any or all of them.

Innate Spellcasting. Aamonides’s spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice, contingency

1/day: banishment

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

Bonus Actions

Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack roll that hits within the next minute. The bonus equals its Strength modifier (+9).

 

Reactions

Sun’s Retaliation. When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can’t be used again until the next dawn.

Legendary Actions

Aamonides 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. Aamonides regains spent legendary actions at the start of his turn.

Infernal Glare. Aamonides targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Wisdom saving throw or become frightened of Aamonides until the end of its next turn.

Teleport. Aamonides uses Teleport.

Swift Sting (Costs 2 Actions). Aamonides makes one Stinger attack.

Description

In Theros, Aamonides is known as a powerful and cunning demon lord who delights in corrupting mortals and bringing chaos to the mortal realm. He is often depicted as a seductive figure, luring people into his grasp with promises of power or pleasure.

MYTH: Father of Abominations.  One notable deed attributed to Aamonides is his involvement in the creation of the hydra, a fearsome multi-headed serpent that terrorizes the countryside. According to legend, Aamonides created the hydra by imbuing a mortal serpent with his own demonic power, resulting in a creature with regenerative abilities and multiple heads that could spew poisonous breath.

Another tale tells of Aamonides tempting a group of sailors with promises of treasure and power, only to betray them and leave them stranded on a deserted island. The sailors were forced to fight for survival against a host of dangerous creatures, and many perished before they were eventually rescued. 

 

Despite his wickedness, Aamonides is also known for his intelligence and strategic thinking, often outmaneuvering his enemies and staying one step ahead of his rivals.

 

Regional Effects

The region containing Aamonides's lair is warped by his magic, creating one or more of the following effects:

Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair.

Enervating Screams. Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest.

Hellish Doorways. Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.

If Aamonides dies, these effects fade over the course of 1d10 days.

Cultists of Aamonides

Aamonides grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.

Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack roll that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).

Indomitable Strength (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.

Lair and Lair Actions

If encountered in his lair, Aamonides becomes a Challenge 23 (50,000 XP).

Aamonides's Lair

Aamonides has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Nerono. He roams the passages, spitting oaths of vengeance against Klothys and hatching schemes to reclaim his standing.

Lair Actions

On initiative count 20 (losing initiative ties), Aamonides can take one of the following lair actions; he can’t take the same lair action two rounds in a row:

Banish. Aamonides casts the banishment spell.

Chill Blast. Aamonides causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage.

Hateful Restraints. Aamonides targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.

Monster Tags: DevilDemonShapechangerDemon Lordfiend

Habitat: ArcticUnderdark

TheStorywalker

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