Huge Fiend (Titan), Chaotic Evil
Armor Class 28 The Aegis of Frigidum (Adamantium)
Hit Points 996 (52d12 + 624)
Speed 85 ft., Fly 85 ft. Hover
STR
30 (+10)
DEX
24 (+7)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +16, CON +19, INT +19, WIS +19, CHA +19
Damage Resistances Acid, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 Feet, Tremorsense 120 Feet, Truesight 360 Feet, Passive Perception 47
Languages All, Telepathy 360 Feet
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Beyond Powerful. Aion, the Eternal Aegis of Frigidum, is a Daemon Lord, and one of the four children of the Demon King. His CR is actually CR 32. Due to this terrifying power, Aion's stats go beyond 30, leading to them being the following.
Strength: 35 (+12) [Save: +25]
Dexterity: 24 (+7) [Save: +20]
Constitution: 35 (+12) [Save: +25]
Intelligence: 33 (+11) [Save: +24]
Wisdom: 31 (+10) [Save: +23]
Charisma: 34 (+12) [Save: +25]

Legendary Resistance (4/Day). If Aion fails a saving throw, he can choose to succeed instead.

Blighted Weapons. Aion's weapon attacks are treated as +3 magical weapons (included in the attack). When Aion hits with any weapon, the weapon deals an extra 18 (4d8) Necrotic Damage (included in the attack).

Banishment.  When Aion drops to 0 hit points, his body explodes into snowflakes. As long as Frigidum, the Demon King, is still alive, Aion can reform even when killed in Cocytus.

Cold Absorption. Whenever Aion is subjected to cold damage, he takes no damage and instead regains a number of hit points equal to the cold damage dealt.

Aura of the Frozen Aegis. Aion projects a 10 foot aura. Entering the Aura around Aion causes a creature to take 20 Cold damage. Staying in it will increased it by 20 each turn the creature is in the aura, and this stacks until the creature dies.

Limited Magic Immunity. Aion can't be affected or detected by spells of 4th level or lower, unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

Ice Walk. Aion can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost him extra movement.

Regeneration. Aion regains 60 hit points at the start of each of his turns.

All Knowing. Aion has the Alert Feat, gaining a +5 to Initiative and Immunity to the Surprised Condition. In addition, he has advantage on Initiative.

Observant. Aion has the Observant Feat.

Flyby. Aion doesn't provoke opportunity attacks when he flies out of an enemy's reach.

Critical Talent. Aion's critical hit range for both weapon attacks and spell attacks is 18 - 20.

Skill Proficient. Aion is Proficient in every skill. He has Expertise in Athletics, Deception, Insight, Perception, and Persuasion.

Global Benefit. Aion innately has a +4 to all Melee and Ranged Weapon Attacks and Damage, +4 to all Melee and Ranged Spell Attacks and Damage, and a +4 to all Saving Throws, Skills, and to his Spell DC. All of these are already included.

Innate Spellcasting. Aion's innate spellcasting ability is Charisma (spell save DC 33, +25 to hit with spell attacks). Aion can innately cast the following spells and upcast them at 7th level innately, requiring no material components:
At Will: Charm Person, Dispel Evil and Good, Dispel Magic, Fear, Suggestion
4/Day each: Dominate Monster
3/Day each: Blight (9th Level), Hellish Rebuke, Polymorph
1/Day each: Power Word Kill, Unholy Aura, Wish

Actions

Multiattack. Aion makes two attacks with Blade of Bael, and two attacks with Blade of Auora.

Blade of Bael. Melee Weapon Attack: +29 to hit, reach 15 ft., 1 target. Hit: 48 (8d6 + 20) Slashing damage, plus 45 (10d8) Cold damage, plus 18 (4d8) Necrotic damage.

Blade of the Aurora. Melee Weapon Attack: +29 to hit, reach 15 ft., 1 target. Hit: 51 (7d8 + 20) Slashing damage, plus 45 (10d8) Fire damage, plus 18 (4d8) Necrotic damage.

Legendary Actions

Aion can take 4 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. Aion regains spent legendary actions at the start of his turn.

Strike (Costs 1 Action). Aion makes one weapon attack of his choice.

 

Teleport (Costs 2 Actions). Aion magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Split Destiny (Costs 2 Actions). Aion, the Eternal Aegis of Frigidum, splits into the two Demons that make him up, Aurorus Magnum, the Sword of Frigidum, and Frigis Bael, the Shield of Frigidum, until Aion uses this Legendary Action again to reform.
While in this state, the two's current Hit Points equals to half the current HP Total of Aion. When he reforms, their combined Hit Points becomes Aion's new HP Total.

Ragnarök (Costs 3 Actions). Aion lifts up one of his blades and it charges up. He will have to wait an entire round before he can use this Legendary Action again. By the time he uses this again, he will unleash a 120 ft. long and 70 ft. wide Cube of cold magic centered on a point of his choice that he can see. Any creature in this radius will automatically be dropped to 0 hit points, with no save. They will also start with 2 Failed Death Saving Throws.

 

Description

The combined form of Aurorus Magnum, the Sword of Frigidum, and Frigis Bael, the Shield of Frigidum. Serving as the first defense for Frigidum, this is a deadly Daemon Lord Warrior, and contains the best traits of both forms.

Part of my Level 30 Homebrew D&D Campaign, since it is CR 32, beware.

Lair and Lair Actions

Aion's domain lies in Cocytus, the land of Demons (in my Homebrew D&D Campaign). More specifically, in a pocket dimension accessed inside Xibalba, the Place of Fear.

Lair Actions

On initiative count 25 (losing initiative ties), Aion takes a lair action to cause one of the following effects; Aion can’t use the same effect two rounds in a row:

  • Ice Floor. Aion makes the ground covered in ice. This effects everywhere in a 120 feet radius. Anyone who walks must make a DC 25 Athletics or Acrobatics check, otherwise they will move in one direction until they hit something or run out of movement.
  • Ice Age. Aion spins in a circle as he makes the air colder around him. In a 20-foot radius circle, a huge ice shard is dropped. Anyone in the attack must make a DC 25 Constitution Saving Throw, or take 150 cold damage.
  • Diamond Dust. Aion spins in a circle as he makes the air colder around it. In a 10-foot radius circle, a huge ice attack is dropped. Anyone in the attack must make a DC 28 Constitution Saving throw, or take 150 Cold damage. No damage on a passed save.

 

Monster Tags: TitanDemon Lordfiend

The_Great_Amalgam

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