Resistance Fire, non-magical bludgeoning slashing and piercing damage
Weakness Radiant Damage
Infernal Constitution Heal 1d10 + CON at the start of your turn.
Multi-Attack Astaroth makes two Chain Whip attacks, two Claw attacks, or one of each.
Wingbeat of Suffering Astaroth beats his wings unleashing the fearful winds of hell. All creatures within a 30 foot cone must make a STR saving throw DC 16 reducing by 1 per 10 feet from Astaroth. Those in the cone take 5d10 force damage and are knocked prone on a failed save, half damage on a successful save and not knocked prone.
Penance Stare Astaroth inflicts damage upon those that have inflicted harm and suffering to others. At the cost of an action and bonus action, a grappled creature makes a WIS Saving Throw DC 10+1 for every 10 hit points missing from Astaroth. On a failed save the target takes damage equal to the amount missing from Astaroth, if this kills the target Astaroth absorbs their soul, no damage on a successful save. This action may only be used once per encounter.
Claw Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) Slashing damage.
Chain Whip RangedWeapon Attack: +7 to hit, range 10 ft., 1 target. Hit: 10 (2d6 + 3) Bludgeoning damage and 2d6 Fire damage.
Vengeance Will Always Find You Can cast Hunter's Mark on any creature that damaged a friendly creature.
Cleansing Hellfire When Astaroth takes damage, they may use their reaction to cast Hellish Rebuke at 3rd Level. The DC of the save is 8 + half damage taken to a minimum of 10. On its turn roll 1d10, this reaction recharges on a 10.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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