Huge Fiend (Demon), Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 403 (26d12 + 234)
Speed 40 ft., fly 100 ft.
STR
28 (+9)
DEX
17 (+3)
CON
28 (+9)
INT
20 (+5)
WIS
19 (+4)
CHA
25 (+7)
Saving Throws STR +16, DEX +10, CON +16, INT +12, WIS +11, CHA +14
Skills Arcana +15, Deception +21, Insight +13, Perception +13, Persuasion +21
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 140 ft., Truesight 30 ft., Passive Perception 24
Languages Abyssal, Infernal, Telepathy 190 ft. Understands Common and one other language of your choice but can't speak them
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Darxktheolith Tag. The Zaskkartheo has the "(darxktheolith)" creature subtype, which acts the same way it would affect a creature than any other creature subtype.

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

Abyssal Void Resistance. The Zaskkartheo has advantage on saving throws against being stunned, knocked prone, frightened and incapacitated.

Greater Magic Resistance. The zaskkartheo automatically succeeds on saving throws against spells of 2nd level or lower (or similar magical effects), and has advantage on saving throws against all other spells or magical effects. 

Magic Weapons. The zaskkartheo's weapon attacks are considered magical.

Void Sight. Magical darkness does not impede the zaskkartheo's darkvision.

Charge. If the zaskkartheo moved at least 20 feet toward a target right before making a melee attack, the attack deals an additional 13 (2d12) damage and the target must succeed on a DC 19 Strength saving throw or be knocked prone.

Lesser Regeneration. The zaskkartheo regains 20 hit points at the start of each of its turns if it is at half-hit points or lower.

Aura of Sinful Malevolence. Whenever a good-aligned creature starts its turn while within 60 feet of and can hear the zaskkartheo, the must succeed on a DC 19 Charisma saving throw or have their alignment move one step toward being chaotic evil. Once a good-aligned creature fails this save five times, their alignment automatically becomes chaotic evil and they become susceptible to the aura's charming affect.  Whenever a evil-aligned fiend, monstrosity, or celestial starts its turn within 90 feet of and can hear the zaskkartheo must succeed on a DC 21 Charisma saving throw or be charmed by the zaskkartheo for 1 minute. The charmed creature can attempt to repeat the save at the start of each of its turns, taking 13 (2d12) psychic damage on a failure, or no damage and removing the effect on a success.   The zaskkartheo's aura has a different effect depending on what sin or conceptual evil it represents. The DM can choose exactly what evil the zaskkartheo has and what effect its aura does, but here are some examples: 

  • Greed: Creatures hostile to the zaskkartheo that start their turn(s) within 90 feet of the zaskkartheo have disadvantage on Charisma saving throws and ability checks and on attack rolls as long as they can see or have the knowledge of the location of an object worth at least 1 sp.
  • Wrath/War: Creatures hostile to the zaskkartheo that start their turn(s) within 90 feet of the zaskkartheo have advantage on attack rolls and must make a melee or ranged attack at the start of each of their turns, or they will have disadvantage on Wisdom, Charisma, and Intelligence checks and saving throws for 1 minute.
  • Envy: Creatures hostile to the zaskkartheo that start their turn(s) within 90 feet of the zaskkartheo that has a numerical bonus to any one of their stats have to succeed on a DC 17 Intelligence saving throw at the start of each of the zaskkartheo's turns or have that bonus stolen by the zaskkartheo. The zaskkartheo then has that bonus for half the normal time that the creature it stole it from did (this only applies to bonuses that last for minutes or longer, bonuses that last for 1 round the zaskkartheo has for the same duration).
  • Gluttony: Creatures hostile to the zaskkartheo that start their turn(s) within 90 feet of the zaskkartheo have advantage on melee attack rolls against their allies and must deal damage to some target on each of their turns or take 7 (2d6) poison damage which they cannot resist.
  • Famine: Creatures hostile to the zaskkartheo that start their turn(s) within 90 feet of the zaskkartheo have disadvantage on saving throws against exhaustion and take an amount of necrotic damage equal to half the amount of hit points healed whenever a spell is cast on them or similar effect is applied to them that heals hit points. 
  • Pestilence: Creatures hostile to the zaskkartheo that start their turn(s) within 90 feet of the zaskkartheo have disadvantage on all saving throws and must succeed on a DC 16 Constitution saving throw at the start of each of their turns or be poisoned for 1 minute.
  • Death: Creatures hostile to the zaskkartheo that start their turn(s) within 90 feet of the zaskkartheo automatically fail the first death save they make in combat, cannot regain hit points nonmagically, and whenever they regain hit points magically (via a spell, magic item, or similar magical source) the amount of hit points healed is halved.
Actions

Multiattack. The zaskkartheo makes three attacks: one with its bite or tail and two with its claws or halbred. It can replace any one of these attacks with a Spear attack or a casting of one of its at-will spells.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 9) piercing damage + 14 (4d6) necrotic or poison damage (zaskkartheo's choice) and the target has its hit point maximum decreased by half the amount of necrotic or poison damage dealt. This reduction lasts until cured by a greater restoration spell or similar magic.

Horns. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) piercing damage + 11 (2d10) force damage, and the target, if it is Large or smaller, must succeed on a DC 20 Strength saving throw or be pushed 5 feet away from the zaskkartheo.

Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) slashing damage + 18 (4d8) necrotic damage.

Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage + 9 (2d8) necrotic damage.

Sinful Spear. Melee Weapon Attack: +17 to hit, reach 15 ft. or range 35/80 feet, one target. Hit: 17 (2d6 + 10) piercing damage, or 19 (2d8 + 10) piercing damage if used with two limbs to make a melee attack, plus 29 (8d6 + 1) necrotic damage. The spear immediately returns to the zaskkartheo's hands after it makes a ranged attack with it.

Sinful Halberd. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) slashing damage + 29 (8d6 + 1) necrotic damage.

Malicious Sacrifice (Recharge 6). The zaskkartheo targets one of its allies to bolster itself and get rid of any sort of weight the ally might be giving it in battle. That ally must succeed on a DC 23 Wisdom or Charisma saving throw (target's choice) or have it that at the start of each turn in combat, the target has its hit points decreased by 4d10, with its hit point maximum being decreased by half that amount at the same time and is incapacitated for 1 minute. Every time the target loses hit points in this way, the zaskkartheo regains hit points equal to half the amount the target's hit point maximum was decreased and also regains one non-at-will, non-1/day spell slot. The draining effect lasts until the end of the next round, until the target has its standard hit points reduced to 0, or when the zaskkartheo ends it (no action required).

Sinful Swath (Recharge 3-6). The zaskkartheo swings its sinful halbred in a massive arc while powering it up with terrifying necrotic energy, forcing all creatures within 25 feet of it that are right in front of it to make a DC 22 Dexterity saving throw, taking 21 (2d10 + 10) slashing damage + 36 (10d6 + 1) necrotic damage on a failed save, or half as much on a success.

Summon Fiends (1/day). The zaskkartheo attempts a magical summoning. It has a 80% chance to summon 1d6 sipulxxheos, 1d8 duzekuzdheos, 1d12 mezzoloths, 1d8 glabrezus, 2d4 vrocks, or 2d6 bulezaus. A summoned fiend appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other fiends. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Spellcasting. The Zaskkartheo's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The zaskkartheo can innately cast the following spells, requiring no material components:

At will: detect magic, fireball (as 6th level spell), wall of fire, darkness, animate dead, invisibility, protection against evil and good (celestials, fey, aberrations, and monstrosities only), hellish rebuke (as a 6th level spell), detect evil and good, antilife shell

3/day each: insect plague, power word pain, plane shift, dominate person, circle of death (can deal necrotic, fire, force, aetherion, poison, or lightning damage)

6/day: power word kill, power word stun, teleport (targets do not have to be willing to be affected)

3/day: divine word

Bonus Actions

Teleport. The zaskkartheo and up to three other creatures and all items it is wearing or carrying teleport to an unoccupied space the zaskkartheo can see within 600 feet of it.

Change Shape. The zaskkartheo magically polymorphs into a humanoid, beast, or monstrosity 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 (zaskkartheo's choice). In a new form, the zaskkartheo retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance 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.

Reactions

Abyssal Chains (Recharge 4-6). In response to being restrained, grappled, poisoned, or having its movement speed decreased, the zaskkartheo has chains of blazing eldritch magic surround and entrap the creature that the zaskkartheo believes afflicted it with the condition. That creature must succeed on a DC 22 Dexterity saving throw or be restrained for 1 minute. While restrained in this way, the target has disadvantage on all saving throws and takes 10 (3d6) fire damage + 4 (1d8) aetherion damage at the start of each of its turns. The creature can attempt the saving throw again on its turns (except that it is a Dexterity save instead of Strength), freeing itself on a success. 

Legendary Actions

The zaskkartheo can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The zaskkartheo regains spent legendary actions at the start of its turn.

Strike. The zaskkartheo makes a Claw, Tail, or Spear attack.

Spell of Sin. The zaskkartheo casts one of its at-will spells.

Teleport. The zaskkartheo uses its Teleport.

Wing Attack (Costs 2 Actions). The zaskkartheo flaps its monstrous wings. Each creature within 10 feet of it must make a DC 23 Dexterity saving throw, taking 16 (2d6 + 9) bludgeoning damage + 7 (2d6) necrotic damage and be knocked prone on a failure, or half as much damage on a success. The zaskkartheo can then fly up to half its flying speed.

Magic of The Pit (Costs 3 Actions, 1/Short or Long Rest). The zaskkartheo draws on the terrifying powers of the Howling Void, allowing it to cast one necromancy, illusion, evocation, abjuration, or enchantment spell of 7th level or lower of its choice.

Description

Darxktheoliths are incredibly powerful fiends are what the people of MTG consider normal demons, but they are something else entirely. They live in the Howling Void, a blackened realm beneath the normal 666 layers of the Abyss, where the Darxktheoliths lurk in semi-spiritual forms. However, once these creatures are summoned to another plane of existence that isn’t the Abyss, they take on a fully physical form and do whatever the hell they want. Just like demons and devils that are the result of mainly humanoid souls being condemned to the depths of the Abyss or Nine Hells, darxktheoliths are the result of certain souls being transformed. More specifically, when a semi-immortal being (such as a celestial, certain monstrosities, extremely long-lived undead like a lich, or a long-lived dragon) finally dies that is extremely chaotically evil, its soul heads to be transferred to one of the Lower Planes. While most of these souls end up in other Lower Planes and become empowered fiends or something similar, those that end up in the deepest depths of the Abyss have their souls slowly and entirely consumed by the all-invading darkness, plunging the soul into madness and transforming them into a being of pure evil, aka a darxktheolith. Darxktheoliths have no interest in the matters of the Blood War or of any other planar conflict. Instead, they simply observe the ensuing chaos as entertainment for themselves when they get bored, and due to their status as being higher in power than pretty much all other fiends, they tend to influence the war in more ways than one. 

Just barely below the Voidlords themselves, Zaskkartheos are incredibly powerful fiends that stand at roughly 18 feet tall with 37 foot wingspans, and scheme constantly in the black pit of the Howling Void, looking for opportunities to spread their evil across the multiverse. Zaskkartheos are embodiments of sin itself, and their mere presence awakens the most terrible of impulses in mortal creatures. Even other, less powerful fiends cannot stand the tool the Zaskkartheos put on their minds, often collapsing to it and becoming the darxtheolith's mindless servant. While most darxktheoliths are the result of the souls of powerful semi-immortal beings plunging into the depths of the Howling Void/Abyss, Zaskkartheos are slightly different in origin. They are what happens when a specific powerful being that embodied a sin in life, such as a red dragon for greed for example, manages to make a pact with a powerful truly fiendish being. The creature then either fails to hold up the contract and has their soul damned, or they die while upholding the conditions of such a pact, forcing their soul into the Howling Void in order to finally truly complete their goals. While their are many kinds of creatures whose souls could become zaskkartheos, most of the time it is angels that have died due to the corruption of the Lower Planes, though in general winged creatures. Due to this, all zaskkartheos that come to be have an unusual feature, that being a third wing that is slightly smaller then their main two. It is unknown what exactly this third wing is for, but it is believed that if this wing is somehow severed using celestial radiance and if the zaskkartheo dies, the remnant of the hideous fiend's soul will have a chance at redemption in the Upper Planes. Using their planning skills, these monstrously powerful fiends hatch intricate plans that involve causing fiendish incursions on the Material Plane, leading to mass destruction and, when carefully pinpointed, causes for the ones the fiends know to be sinful to rise. Zaskkartheos enjoy tormenting their victims and lording their power over others, though they sometimes do it to the point that they can make themselves vulnerable. However, they have little care for such instances, as being creatures capable of wrestling the greatest of archangels and some titans to the ground, they mainly do whatever the heck they want while not giving much care to the potentially devastating consequences. These fiends see themselves as the rightful rulers of the multiverse, as long as there aren't any more blasted celestial freaks hopping around to stop them at any turn. Being beings of sin, a single Zaskkartheo will often represent one or even two specific sins or other conceptual evil, which their personality and demeanor are based on, most likely pushing what sin they represent to a chaotic extreme, but with a hint of unnerving intelligence to it. For example, a Zaskkartheo based on greed will recklessly hunt down any riches it thinks it knows the location of, but will not rebuke options of manipulation and forcing any mortal being it encounters to commit as much greedy violence as possible. Zaskkartheos are also experts, if not outright masters, at channeling the eldritch magic of the Howling Void, with basically only the Voidlords being their possible rivals in such abilities. Though many scholars say that the magic that an individual sinmaster darxktheolith wields is based on the sin or conceptual evil that it represents, but that is not true. Even though the magical radiance that Zaskkartheos emanate are based almost entirely on what that individual represents, their spellcasting abilities are just like all other darxktheoliths, in the way that it is practically random amounts of necrotic magic being funneled through the tiniest and most corrupted pockets of the Weave, allowing it to become stronger along with its caster. In appearance they, can take numerous forms, but they are best described by the illustration of the Archdemon of Greed Magic The Gathering card.

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