Legendary Resistance (3/Day). If Asgore fails a saving throw, he can choose to succeed instead.
Magic Resistance. Asgore has advantage on saving throws against spells and magical effects.
Special Equipment. Asgore carries a magic trident called the Mountain Trident and plate armor. In the hands of anyone other than Asgore, the Mountain Trident is a +2 Trident.
King of the Underground. Asgore is immune to the charmed and frightened condition, and all Intimidation checks made against Asgore are made with disadvantage. When in combat, at Initiative count 30, all hostile creatures need to make a DC 17 Charisma saving throw. On a fail, the damage Asgore takes from their attacks is reduced by 8. A creature can redo the saving throw at the end of their turn. When a creature passes the check, they are immune to this ability for 24 hours.
Ruler of Monsterkind. All monsters that are not considered Humanoids have to make a Charisma check against Asgore’s spell save DC (DC 17). Creatures that have an equal or higher CR than Asgore are immune to this ability. This ability includes companions of players, such as drakes and familiars. On a fail, the creature cannot willingly attack Asgore or harm him in any way. An affected creature can redo the Charisma check at the end of their turn. When a creature passes the check, they are immune to this ability for 24 hours.
Boss Monster. Asgore is a special type of monster regarded as a boss monster. When Asgore is reduced to 0 hit points, he is instead put at 1 hit point. Should Asgore be killed, he will turn to dust, only leaving his trident and armor in his place. All Monstrosities within 5 miles will immediately become hostile to Asgore's killer.
Innate Spellcasting. Asgore’s spellcasting ability is Wisdom (DC 17, +9 to hit with spell attacks). He can cast the following spells, requiring no material components.
At will: Aganazzar's Scorcher, Burning Hands, Dragon Breath, Flaming Sphere, Fireball, Fire Bolt, Produce Flame, Scorching Ray, Searing Smite
3/Day: Fire Shield, Wall of Fire
1/Day: Flame Strike, Fire Storm, Immolation
Multiattack. Asgore can make three trident attacks during his turn. He can replace one of them with either his Fire Barrage action or casting a cantrip.
Mountain Trident. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) piercing damage and 3 (1d6) fire damage.
Fire Barrage. Asgore unleashes a large barrage of fireballs, targeting all creatures within 90 ft. of him. The targets have to make a DC 17 Dexterity saving throw. On a fail, the target takes 36 (8d8) fire damage. On a success, the target only receives half the damage.
Sweeping Trident (Recharge 5-6). Asgore’s eyes repeatedly glint blue and orange before striking all creatures within 90 ft. of him. Flip a coin. On heads, the attack is blue and all creatures that have used their movement speed since Asgore’s last turn take 30 force damage. On tails, the attack is orange and all creatures that have not used their movement speed since Asgore’s last turn take 30 force damage. Afterwards, Asgore can move within 10 ft. of a creature he targeted.
Asgore Dreemurr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature’s turn. Asgore regains spent legendary actions at the start of his turn.
Melee Attack (1 Action). Asgore makes one attack using his Mountain Trident.
No Mercy (2 Actions). Asgore casts Compelled Duel on one target he can see within range, requiring no concentration and lasting the full duration.
Flame Sorcery (1 Action). Asgore casts one of his at-will spells.
Description
Asgore Dreemurr, the ruler of the Underground and its denizens, the monsters. A broken soul after losing his two children to the same humans that sealed him and his people below the ground, he was set on a path of vengeance against humankind, swearing revenge in the name of his people. But many years after his declaration of war against humanity, his divorce from his wife Toriel and his murder of six nameless children that fell underground, he became depressed and wished to end the war he declared in anger.
Lair and Lair Actions
Asgore makes his lair in the castle of the Underground, found in New Home, a section of the Underground the monsters were sealed in many years ago.
While Asgore is within his castle, he can take lair actions as long as he isn’t incapacitated. While Asgore is within his lair, he also regains 3d10 hit points at the start of his turn.
Lair Actions
On initiative count 20 (losing initiative ties), Asgore takes a lair action to cause one of the following effects; Asgore can’t use the same effect two rounds in a row:
- Asgore creates two pillars of flames in two spaces he can see within 120 ft. These pillars deal 10d4 fire damage on contact and burn any non-magical projectile shot through them. A creature standing in the spot where the pillars are created has to make a DC 17 Dexterity saving throw, taking 10d4 fire damage on a failed saving throw or half as much on a successful one. The pillars last until Asgore dismisses them, Asgore dies or combat ends.
- Asgore casts a spell he can use at-will or 3/day.
- Asgore summons 1d4+1 dire wolves (inspired by the royal guards), 2d4 blackguards (regular knights) and 1d6 grungs (froggits).
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Posted Sep 20, 2024slight correction! His average hit points should be 378 and not 278.