Gargantuan Monstrosity, Chaotic Evil
Armor Class 1 Natural Armor
Hit Points 600 (1d20)
Speed 120 ft., (hover) , Walk 60 ft.
STR
28 (+9)
DEX
20 (+5)
CON
30 (+10)
INT
24 (+7)
WIS
22 (+6)
CHA
26 (+8)
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Truesight - 120 ft, Passive Perception 24
Languages Abyssal, Common, Infernal, Telepathy 120 ft Abyssal, Common, Infernal, telepathy 120 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day): If Astaroth fails a saving throw, it can choose to succeed instead.

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

Mythic Resistance: Astaroth is immune to spells of 6th level or lower unless it wishes to be affected.

Void Aura: Creatures within 30 feet of Astaroth have disadvantage on saving throws against spells and magical effects.

Actions
  • Multiattack: Astaroth makes three attacks: one with its Void Blade and two with its Void Claws.
  • Void Blade: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 9) slashing damage plus 21 (6d6) necrotic damage.
  • Void Claws: Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 9) slashing damage plus 14 (4d6) necrotic damage.

 

Reactions

 

Legendary Actions

Legendary Actions: Astaroth 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. Astaroth regains spent legendary actions at the start of its turn.

  1. Teleport: Astaroth magically teleports up to 120 feet to an unoccupied space it can see.
  2. Void Wave (Costs 2 Actions): Astaroth releases a wave of dark energy in a 60-foot radius around itself. Each creature in that area must make a DC 25 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
  3. Summon Abyssal Horrors (Costs 3 Actions): Astaroth summons 1d4+1 Abyssal Horrors (use stats for Balor demons) to any unoccupied spaces within 60 feet of itself.

Description

Astaroth cuts a figure of sheer terror and majesty, its form an amalgamation of darkness and malice. Towering at over 20 feet in height, its silhouette is shrouded in billowing shadows that seem to writhe and twist with a mind of their own. Despite its intimidating stature, Astaroth moves with a disturbing grace, each movement fluid and deliberate.

Head: Its head resembles that of a demonic entity, with sharp, angular features and glowing, piercing eyes that burn with an otherworldly intensity. Long, curved horns spiral outward from its skull, framing a visage that inspires both dread and awe.

Body: Astaroth's body is adorned with intricate armor forged from the essence of the Void itself. Dark plates of obsidian and ebony metal encase its form, pulsating with an eerie, purple-hued energy. Faint whispers emanate from the armor, hinting at the tormented souls trapped within its depths.

Limbs: Its arms end in clawed appendages that crackle with dark energy, capable of rending through both flesh and soul with equal ease. Each step sends tremors through the ground, leaving behind a trail of scorched earth and despair.

Wings: Massive, tattered wings sprout from Astaroth's back, their leathery membranes stretched thin between jagged skeletal structures. Veins of pulsating energy course through the wings, casting a sickly glow that illuminates the surrounding darkness.

Aura: An aura of palpable dread surrounds Astaroth, suffusing the air with an oppressive sense of foreboding. Wisps of shadowy energy coil around its form, obscuring its features and heightening the sense of unease that permeates the area.

Presence: Those who gaze upon Astaroth cannot help but feel the weight of its malevolence pressing down upon them, their minds filled with visions of cosmic horrors and existential despair. Even the bravest souls tremble in its presence, instinctively recognizing the true extent of its power and malevolence.

 

Damage Resistances: Psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: Necrotic, poison

Condition Immunities: Charmed, frightened, paralyzed, poisoned

Senses: Truesight 120 ft

Lair and Lair Actions

Astaroth's lair, known as the Void Citadel, exists within the depths of a desolate and barren realm. The citadel itself is a towering structure wrought from obsidian and shadow, looming ominously against the backdrop of a perpetually darkened sky.

Entrance: Access to the Void Citadel is treacherous, requiring passage through a labyrinthine maze of shifting shadows and malevolent illusions. Those who dare to approach must navigate through swirling mists of darkness that seem to whisper promises of unimaginable power and despair.

Central Chamber: At the heart of the citadel lies the Central Chamber, a vast hall shrouded in an eerie gloom. The air is heavy with the stench of decay and the faint echoes of tortured souls. Sinister runes etched into the walls pulse with a sickly green light, casting unsettling shadows that dance across the chamber's walls.

Abyssal Forge: Within the depths of the Central Chamber stands the Abyssal Forge, an otherworldly construct of twisted metal and blackened stone. Molten lava flows from its jagged maw, casting an ominous glow that illuminates the surrounding area. Here, Astaroth channels the raw power of the Void, forging dark artifacts and abominable creatures to serve its will.

Void Rifts: Scattered throughout the citadel are Void Rifts, swirling portals that connect Astaroth's domain to the dark recesses of the cosmos. These rifts pulsate with eldritch energy, occasionally disgorging nightmarish creatures from beyond the veil of reality. Those who dare to peer into their depths risk losing their sanity to the unfathomable horrors that lurk within.

Throne of Shadows: At the highest point of the citadel stands the Throne of Shadows, a twisted throne carved from the bones of fallen champions. Here, Astaroth sits in silent contemplation, its form wreathed in shadows as it gazes out over its domain with cold, unyielding eyes. From this seat of power, the Void Tyrant commands its legions and schemes to unravel the fabric of existence itself.

 

Lair Actions: On initiative count 20 (losing initiative ties), Astaroth takes a lair action to cause one of the following effects; Astaroth can't use the same effect two rounds in a row:

  1. The shadows writhe and twist, forming into tendrils that lash out at creatures within 60 feet of Astaroth. Each creature of Astaroth's choice must succeed on a DC 25 Dexterity saving throw or take 35 (10d6) necrotic damage and be restrained until the end of its next turn.
  2. A rift to the Void opens in a space within 120 feet of Astaroth. From this rift, 1d4 Shadow Demons emerge and immediately take their turn.
  3. Astaroth unleashes a psychic scream, targeting all creatures it can see within 120 feet. Each creature must succeed on a DC 25 Wisdom saving throw or be stunned until the end of its next turn.

Monster Tags: DemonDemon Lordmonstrosity

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