Large Undead (Demon), Any Evil Alignment
Armor Class 18 (Leather)
Hit Points 123 (12d10 + 48)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +11, CON +10, CHA +10
Skills Intimidation +7, Stealth +3
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 60 ft, Passive Perception 17
Languages Abyssal, Common
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting. Aeristoth's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect thoughts, freedom of movementvicious mockery (4d4 psychic damage)

3/day each: Confusion, Banemirror image, Banishing Smite

1/day each: Meteor Swarm, Dominate Monster, Feeblemind

Shadow Stealth. While in dim light or darkness, Aeristoth can take the hide action as a bonus action.

Sunlight Weakness. While in sunlight, Aeristoth has disadvantage on attack rolls, ability checks, and saving throws.

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

 

 

Actions

Multiattack. Aeristoth makes two Greatsword attacks.

Aetherius, Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage; plus 5 (1d8) necrotic damage.

Horrifying Presence. Each non-undead creature in 60 feet of Aeristoth that can see it must succeed on a DC 15 wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Aeristoth is in line of site, ending the effect on itself on a success. If a target's saving throw is successful or the effects ends for it, the target is immune to Aeristoth's Horrifying Presence for the next 24 hours.

 

Reactions

Parry. Aeristoth adds 5 to its AC against one melee attack that would hit it. To do so, Aeristoth must see the attacker and be wielding a melee weapon.

Cleave.  When Aeristoth makes an attack on a target, he can use his reaction to make the exact same roll on another target within 5 ft. 

Legendary Actions

Aeristoth 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. The Aeristoth regains spent legendary actions at the start of its turn.

Attack. Aeristoth makes a weapon attack.

Hide: Aeristoth takes the hide action

Cast a Spell (Costs 2 Actions). Aeristoth casts one of his innate spells.

Shifting Nightmare (Costs 3 Actions). Aeristoth rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Aeristoth must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) damage of a type chosen by Aeristoth: acid, cold, fire, lightning, or necrotic.

Previous Versions

Name Date Modified Views Adds Version Actions
2/27/2022 6:01:27 AM
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2/27/2022 6:14:09 AM
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4/14/2022 2:09:03 AM
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4/15/2022 2:58:58 AM
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6/9/2024 11:48:59 PM
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Habitat: UnderdarkUrban

AhhSoul

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