Large Fiend, Unaligned
Armor Class 16 Natural Armor
Hit Points 157 (15d12 + 60)
Speed
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
14 (+2)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +11, CON +10
Senses Passive Perception 8
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Resistance Fire, non-magical bludgeoning slashing and piercing damage

Weakness Radiant Damage

Infernal Constitution Heal 1d10 + CON at the start of your turn.

Actions

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.

Bonus Actions

Vengeance Will Always Find You Can cast Hunter's Mark on any creature that damaged a friendly creature.

Reactions

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.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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.

RockerJohn

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