Abyssal Aura. Demons within 30 ft. of the anvilhead can use their bonus action to take 1 attack action and have advantage on DEX saving throws while in the aura.
Innate Spellcasting. The anvilhead’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At Will: Chaos Bolt, Dispel Magic, Hex, Mage Hand, Prestidigitation
3/Day: Chain Lightning, Counterspell, Dimension Door, Negative Energy Flood (targets killed are raised as maw demons instead of zombies), Spirit Shroud
1/Day: Dominate Monster, Power Word Kill, Prismatic Spray
Legendary Resistance (3/Day). If the anvilhead fails a saving throw, it can choose to succeed instead.
Poisoning Slash. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 15 (3d8 + 2) slashing damage. Targets must make a DC 21 Constitution saving throw or take 21 (6d6) poison damage or half as much on success.
Summon Demons (1/day): The anvilhead summons either: 6 Babau, 3 Glabrezu or Wastrilith, or 1 Goristro or Marilith.
The anvilhead 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 anvilhead regains spent legendary actions at the start of its turn.
At Will Spell (Costs 1 Action). The anvilhead casts one of its at will spells.
Bolster Life (Costs 2 Actions): The anvilhead gains 30 temporary hit points.
Chaos Release (Costs 3 Actions): The anvilhead releases a burst of chaotic energy in a 30 ft. radius. Creatures of the anvilhead's choice must succeed a DC 18 Constitution saving throw or take 37 (6d8+3d6) of a damage type determined by the Chaos Bolt table. A creature takes half damage on a successful save. The number rolled on the first d8 determines the attack’s damage type.
Lair and Lair Actions
The anvilhead takes to the ruins of the abyss, turning those ruins into sprawling dark fortresses. Old fortresses tend to have tall spires at their center but can sprawl out to the size of cities. These fortresses tend to be mostly empty on the outer edges, the size of the fortress being much more important to the Anvilhead than it's contents. However, the spires tend to filled with traps, torture devices and lesser demons.
Lair Actions
On initiative count 20 (losing initiative ties), the anvilhead takes a lair action to cause one of the following effects; the anvilhead can’t use the same effect two rounds in a row:
- The anvilhead targets one creature it can see within 30 feet of it. A crackling cord of abyssal energy tethers the anvilhead to the target. Whenever the anvilhead deals damage to that creature, the target must make a DC 18 Constitution saving throw. On a failed save, the anvilhead gains temporary hit points equal to half of the damage dealt (rounded down). This tether lasts until initiative count 20 on the next round or until the anvilhead or the target is no longer in the anvilhead’s lair.
- Allies of the anvilhead feel a second wind and can use their reaction to make one attack against a creature they can see.
- 1d10 Dretch rise from the ground and enter initiative right after the anvilhead.
Previous Versions
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12/24/2024 8:23:59 PM
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13
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3
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Coming Soon
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