Magic Weapons. Asyyal's weapon attacks are magical.
Legendary Resistance:(15/day) If Asyyal Fails a saving throw, it can choose to succeed instead.
Frantic Behavior: When Asyyal hits 50% health, all of his attacks deal a additional +10 damage. When Asyyal hits 25% health, This effect increase by 5. If Asyyal's Demonic Deity Feature is activated, Asyyal maintains these buffs. When Asyyal reaches 1000 Hitpoints remaining for the second time, the effects increase by 15. When Asyyal reaches 500 hitpoints remaining for the second time, the effects increase by 10.
Chromashift: The Abyssal Dragon is able to control each of its scales Color, and how metallic it looks. It can use this ability to fool travelers from afar into thinking it is another type of dragon. By Succeeding a DC 25 Perception Check, A traveler discovers its true species.
Magic Resistance. The Abyssal Dragon has advantage on saving throws against spells and other magical effects.
Abyssal Scales. Any time the Abyssal Dragon is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 2 to 5, the Abyssal Dragon is unaffected. On a 6, the Abyssal Dragon is unaffected, and the effect is absorbed, and the Abyssal Dragon can use it as if it was casting it as a Spell by using its action.
Siege Monster. The Abyssal Dragon deals double damage to objects and structures.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Demonic Deity: If Asyyal would drop to 0 Hit Points, he instead resets his current hitpoints to 2000, and gains access to his Mythic Actions(Same mechanics as Legendary actions). Upon being Defeated after this feature has been used, Award the party an additional 1000000 Exp. (1155,000 Exp total)
Immortal: If Asyyal's physical form would be destroyed, it will regenerate on his Plane within 5 minutes.
Multiattack: Asyyal makes 3 attacks, two with it's claws, and one with it's bite.
Greater Multiattack: Asyyal makes 5 attacks, two with it's Claws, 1 with its Bite, one with its Tail(Use either Whip or Tail Stab), and one with a breath weapon. (Recharge 10-12) Roll a d12 to regain this action.
Action Melee Attack. Claw: +29 to hit, reach 5 ft., 1 target. Hit: 103 (16d12 + 0) Slashing damage.
Action Melee Attack. Bite: +29 to hit, reach 5 ft., 1 target. Hit: 108 (16d12 + 5) Piercing damage. The target must make a DC 27 Constitution Save, or become poisoned, and take 4d6 poison damage at the start of its own turn. The target can repeat the save at the end of each turn, ending the effects on a success
Action Melee Attack. Whip: +29 to hit, reach 10 ft., 1 target. Hit: 137 (25d10 + 2) Slashing damage. The Target must make a DC 25 Dexterity saving throw, or be knocked prone. The target can use half its movement to stand back up.
Action melee attack. Tail Stab: +29 to hit, reach 10 ft, 1 target. Hit 664 (120d10 + 4) Piercing damage.
Action melee attack. Clamp Down: +29 to hit, Range 5 feet, 1 target. Hit: 330 (60d10 + 0) The Target is now grappled, and must make a DC 25 Dexterity saving throw to escape. If Asyyal uses a Bite, Clamp Down, or Breath weapon attack, or is damaged, The creature is no longer grappled, and falls Prone 5 feet in front of Asyyal.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 31 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath of the Demonic Deity (Recharge 20). Asyyal exhales godly energy in a 500 ft. cone. Every creature in the targeted area must make a DC 40 Dexterity saving throw, taking 2100 (200d20) damage on a failed save, or half as much damage on a successful one. This Damage cannot be resisted, ignored, or be a weakness.(Roll a d20 to regain this action)
Tighten the hold. The Abyssal Dragon can use its bonus action to close its jaws further, dealing 110 (20d10 + 0) Piercing Damage to any creature that is currently grappled due to its Clamp Down attack.
React: When the Abyssal Dragon is attacked, the Abyssal Dragon may take a action to attack the last creature that attacked it.
Reactive: The dragon has a reaction for each turn of combat
The Abyssal Dragon is able to take A legendary action at the end of another creatures turn in combat, and regains spent actions at the start of its turn. It has 3 Legendary Actions
Bite. The Abyssal Dragon takes a bite action
Multiattack(2 Actions): The Abyssal Dragon takes a Multiattack Action
Recharge(2 Actions): Asyyal's Breath of the Demonic Deity attack is instantly recharged.
Rest: Asyyal gains all the benefits of a Short Rest, and regains all used actions.
Demolish: Asyyal selects up to 5 creatures. A creature can be selected up to 5 times. The Creature must make a DC 30 Constitution saving throw, or take 90 Force Damage. If a Creature is reduced to 100 hp by this Action, Power Word Kill is casted on them.
Cripple: Asyyal Selects up to 5 creatures. Each Creature must make a DC 30 Constitution saving Throw, or be Incapacitated, Blinded, Deafened, Gain 5 levels of Exhaustion, Frightened, Incapacitated, Paralyzed, Poisoned, Stunned, Restrained, and Knocked Prone.
Deity: Asyyal casts any 5 spells he wants. He suffers no drawbacks from casting spells such as Wish, and requires no material components. If a Spell requires concentration, a invincible spirit is summoned to maintain concentration on it.
Description
A Massive, Multicolored, metallic dragon usually found in dark areas, that breathes lightning and force, with eyes as red as hot coals and walks on its wings and back legs. Its body structure resembles that of a wyvern's. It glows with a sort of dark fire around it, symbolizing its power.
The Plane on which Asyyal resides is similar to the material world, but is twisted and corrupted. The Towns are inhabited with Creatures of the abyss, and it is almost always storming. In the brief times however, when the storms are cleared, a bright yellow sun shines, and covers the less corrupted areas with grass and forests. But it never lasts. Few can venture to this plane, and live to tell the tale, though if you manage to escape this plane after encountering him, have been known to return coated in armor made from his scales, and a weapon of their choice fashioned from his spines.
This beast is a ancient creature, and was one of the most powerful dragons, but he still feared the Dragon Queen, Tiamat. But one day, the current inhabitants of the Material World invaded, and banished Tiamat to Hell. However, even with his arch nemesis gone, he was soon banished to the abyss. As it plummeted, several demons in between the Surface and the Abyss become fused into his soul, causing him to gain more power. When he finally reached the bottom, he had so many demons in his soul, that he became considered a demonic god, and became powerful enough, that he felt he could easily kill Tiamat. The cave in which he resides was formed when Asyyal crashed into the floor of the abyss, causing a earthquake so devastating, it is said to have leveled the tallest mountain, and filled the deepest ravine.
Recently, people have begun to follow him, Paladins swearing oaths to him, Clerics joining, Warlocks making deals, and even reports of a sorcerous bloodline descending from him. Even several accounts of him being spotted in the material plane have surfaced, always claiming that one of his descendants, a sorceress named Fracta is always with him.
Even though this body is incredibly powerful, anyone who has tried to sense a soul in it has failed, sensing that it is simply a puppet of a far greater being. Indeed, it seems that Asyyal's true body is not physical, but his godly soul.
(Note, made just for fighting Tiamat, this thing would be near impossible to kill.)
Lair and Lair Actions
A cave, Centered inside of a crater, with signs of great struggles all around, loose rocks, and skeletons of long dead adventurers.
Lair Actions
On initiative count 20 (losing initiative ties), the Abyssal Dragon takes a lair action to cause one of the following effects; the Abyssal Dragon can’t use the same effect two rounds in a row:
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 25 Dexterity saving throw or be knocked prone.
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 25 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 23 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
- The Shadows within the cave Stab at any creature within 30 feet of them, dealing 52 (8d12) Piercing damage. Each eligible target is stabbed at 3 times, and Must make a DC 20 Dexterity saving throw for each attack, or take the damage.
Regional Effects
The region containing a legendary Abyssal Dragon’s lair is Full of thunderstorms and tornadoes, which creates one or more of the following effects:
- Gargantuan Elementals commonly form nearby
- Cracks form allowing lava to slowly seep through within 1 mile of the lair..
If the Abyssal Dragon dies, these effects fade over the course of 1d4 Years
Previous Versions
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4/9/2020 7:41:21 PM
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598
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1/18/2022 1:58:18 AM
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677
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Posted Mar 9, 2024God damn you didn't need to make him impossible, this thing is literally designed to destroy the Multi-Verse fr
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Posted Mar 9, 2024Null Versus Asyyal, Round two, GO!.
Asyyal starts, and is going to hit Null With Greater Multiattack. This time, his attacks hit, though still deal half damage. the Claws deal 103, the Bite deals 54, the Tail Stab deals 332, and the Breath of the Demonic Deity deals 525. This totals up to 1014, dropping Null to 4826. Null uses his Necrotic Breath, dealing 144 Necrotic, dropping Asyyal to 14952.
Null's turn is next, and he heals to 4876, then is going to use Multiattack. Asyyal is immune to being Frightened, and we are going to say he is in a dimly lit area. however, Null fails to even Scratch Asyyal. It appears the scales have been refined(50 AC). As this goes on, Asyyal is going to use his Legendary action to recharge his Breath Attack, and is going to use his reaction to Multiattack, dealing 177 damage, dropping Null to 4699.
Now, i would do the bulk calculation, but these guys have a lot of health, so I'll just give the raw data. Null heals 50 a turn, and damages Asyyal by 144 Necrotic for the next 14 turns. Asyyal will deal, in that amount of time, 2478 damage with his multiattack, and will deal 9975 damage with his Breath attack. this means, that, in 7 turns, Null will activate his Mythic, while only having reduced Asyyal to 12936. I'll get back to calculations because it fun.
Null revives to 2500 hp, and is healed to 2550 by Regeneration. This brings us to Null's turn, and he is going to use his Multiattack. These still fail to Hit Asyyal, and Asyyal gets to retaliate with a multiattack, dealing 177 damage, and is going to use his legendary action to Recharge his Breath attack.
Asyyal definitely has recharged Greater Multiattack, and is going to use it. As we saw before, it dealt a total of 1014, reducing Null to 1536. Null will use his Necrotic breath dealing the 144 Necrotic damage( I just noticed Asyyal has resistance to all damage, but I'm not retconning it in this late). Null also revives grants himself 250 temporary hitpoints.
Null is realizing that his Multiattack isn't working, and instead is going to cast a custom necromancy spell, attempting to Insta Kill Asyyal. Asyyal Succeeds the save, and is instead reduced to half of his current remaining hitpoints, dropping Asyyal to 6468. Asyyal's Frantic Behavior activates.
Asyyal now deals extra damage, but uses his Legendary Action to still regain his Breath attack, and hits Null with it, dealing 535 damage, dropping Null to 1251. Null uses his Necrotic Breath, dropping Asyyal to 6324.
Null once again heals(1301) and again tries that spell, as Asyyal is dropped to 3162, and his second part of Frantic Behavior Activates. Asyyal use his legendary action to recharge his Breath Weapon.
Asyyal is now going to use said Breath Weapon, and deals another 540 damage to Null, dropping him to 761. Null uses his Necrotic Breath, dropping Asyyal to 3018.
Null heals(811), and He is now going to cast the spell again, dropping Asyyal to 1509. Asyyal recharges his Breath weapon.
Asyyal hits Null with the breath weapon, dropping him to 271. Null uses his Necrotic Breath, dropping Asyyal to 1365.
Null heals, (321) and uses the spell, and Asyyal at this point has run out of legendary resistances. and drops to zero hitpoints, activating his Mythical. Asyyal now uses his Mythic Action to use Deity, casting Wish five times, First restricting Null's capability to cast spells to only existing spells up to 1st level, the second to heal himself to max, the third to force Null to make saves of DC 50 equal to the number of legendary resistances he has left, that if he fails, kills him, the fourth to cut all of Null's stats in half, and the Fifth to give himself the ability to cast the spell Null has been using against him. Asyyal also regains his Breath Weapon.
Asyyal now uses his Breath weapon to kill Null.
Yes, Asyyal basically gets to say: Nope, I win. When he gets to his Mythic actions. Mythic is Asyyal's failsafe.
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Posted Mar 9, 2024Correct. What you gonna do.
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Posted Mar 9, 2024Don't you worry I have one final challenger that will come soon
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Posted Mar 9, 2024Here is the Final Challenger: Nicol Bolas
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Posted Mar 9, 2024You jerk! My funny win condition!.
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Posted Mar 9, 2024Alright, Here we go again. Considering this one arose before he got reworked, the current version of Asyyal shall now fight Nicol Bolas.
Initiative, SOMEONE FINALLY Beats Asyyal. Nicol Bolas is going to use Wish to instantly Obliterate Asyyal's material body. Reading his statblock, considering he has Wish at will, Asyyal physically cannot defeat him yet.
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Posted Mar 10, 2024:)
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Posted Mar 10, 2024Yeah, well, it seems that each new challenger is more and more geared to just being completely unstoppable. Asyyal quite literally used to only have 2516 before you started throwing ridiculous stuff at him. Asyyal can still be defeated if the DM allows it, Nicol Bolas straight up just can't.
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Posted Mar 10, 2024Still, Asyyal is a godlike being can kill Tiamat with a wave of his hand, so Asyyal is still very powerful, I made Bolas because he is a final boss of a Campaign I'm DMing
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Posted Mar 10, 2024Also I Apologize if I'm making you irritated
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Posted Mar 10, 2024Bro, how many players do you got?
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Posted Mar 10, 2024A lot
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Posted Mar 10, 2024I can tell.
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Posted Mar 10, 2024i feel like they are going to kick his ass still
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Posted Mar 11, 2024One simple question. How. He can quite literally just force them to make a DC 34 wis save or just die.
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Posted Mar 12, 2024Players can be crazy, I was literally DMing this one campaign and at lvl 12, they obliterated Tiamat in like 2 turns
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Posted Mar 12, 2024Oh yeah i have a quick request also
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Posted Mar 12, 2024I was wondering about this. A nat 20 doesn't mean auto-success on a SAVING THROW, so your players have to have insane wisdom saving throw modifiers, or its a TPK on round one. I am speaking specifically about 5th Edition.
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Posted Mar 12, 2024True so maybe i finally created a good challenger for them