Medium Aberration (Kalashtar), Neutral Evil
Armor Class 21 (natural armor)
Hit Points 425 (37d8 + 259)
Speed 30 ft.
STR
26 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
19 (+4)
WIS
20 (+5)
CHA
19 (+4)
Saving Throws STR +16, CON +15, WIS +13
Skills Acrobatics +10, Arcana +12, Athletics +16, History +12, Insight +13, Intimidation +12, Perception +13, Persuasion +12
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Common, Deep Speech, Draconic, Druidic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Orc, Primordial, Quori
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Antimagic Weapon (1/Turn). If Agonim fails a saving throw against a spell or is included in the area of a spell when it is cast, he can choose to succeed or be unaffected by the spell instead. Until the end of his next turn, Agonim cannot choose any additional effects when he hits a creature with his conjured weapons.

Dowsing. Agonim can dowse for a quarry. The quarry is a specific creature that Agonim possesses a lock of hair, bit of nail, or the like of. Agonim knows the direction and distance to his quarry so long as the two of them are on the same plane of existence. Agonim can only dowse for one such quarry at a time.

Forged Weapons. Agonim's weapon attacks are magical and deal an extra 2d8 fire damage (included in the attack). Agonim conjures his weapons to fit the given combat situation, choosing their form when he creates them. A weapon conjured by Agonim disappears if he dismisses the weapon (no action required), if he dies, or at the end of his turn if he drops, passes, or throws the weapon.

Innate Spellcasting. Agonim's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: magic missile (at 7th level), telekinesis, Tenser's floating disk

3/day each: hold monster, steel wind strike, wall of fire

1/day each: earthquake, fire storm, meteor swarm

Actions

Multiattack. Agonim makes four weapon attacks.

Forged Melee Weapon. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d12 + 8) force damage plus 9 (2d8) fire damage. If the target is a creature, Agonim can choose one of the following additional effects.

  • The attack deals an extra 19 (3d12) force damage.
  • The target must succeed on a DC 24 Strength saving throw or be pushed up to 30 feet away and knocked prone.
  • The target must succeed on a DC 24 Dexterity saving throw or be restrained until the start of Agonim's next turn.
  • The target must succeed on a DC 24 Constitution saving throw or be wounded if it is not an undead or a construct. A wounded creature takes 3 (1d6) necrotic damage at the start of each of its turns for each time it has been wounded. Any creature can take an action to stanch the wound with a successful DC 24 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
  • The target must succeed on a DC 24 Wisdom saving throw or be frightened until the start of Agonim's next turn.
Bonus Actions

Retractable Spikes. Agonim causes metal spikes to protrude from or retract into his body. While Agonim has spikes protruding from his body, a creature that grapples Agonim or is grappled by him takes 5 (1d10) piercing damage. A creature takes 5 (1d10) piercing damage if it starts its turn grappling or grappled by Agonim.

Shrapnel Step. Agonim magically teleports, along with any equipment he is wearing or carrying, up to 90 feet to an unoccupied space he can see, exploding and reappearing in a flurry of sharp, metal shards. Each creature of Agonim's choice within 5 feet of the space Agonim left and within 5 feet of him when he reappears must make a DC 23 Dexterity saving throw, taking 16 (3d10) slashing damage on a failed save, or half as much damage on a successful one.

Reactions

Deflect Magic. In response to being hit by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, Agonim deflects the spell. The damage he takes from the spell is reduced by 1d10 + 4. To do so, Agonim must see the caster and be wielding a melee weapon. If the damage is reduced to 0, Agonim is unaffected, and the effect is reflected back at the caster as though it originated from Agonim, turning the caster into the target.

Parry and Riposte. Agonim adds 8 to his AC against one melee attack that would hit him. To do so, Agonim must see the attacker and be wielding a melee weapon. If this would cause the attack to miss Agonim, he can make a weapon attack against the creature that attacked him.

Legendary Actions

Agonim can take 3 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. Agonim regains spent legendary actions at the start of its turn.

Move. Agonim moves up to his speed without provoking opportunity attacks.

Magic Missile (Costs 2 Actions). Agonim casts magic missile at 7th level.

Forge Fire Roar (Costs 3 Actions). Agonim erupts with the heat of a roaring furnace, his molten skin molding and shifting to mend his wounds. Agonim regains 20 hit points, and each creature within 60 feet of Agonim must make a DC 23 Constitution saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.

Description

The mask has fallen. Reinvigorated by his brutal, bloody campaign to find the world tear of eastern Astarte, Agonim's inner fire has erupted into a roaring inferno, burning away his flippant guise and fully revealing the ancient, primordial evil that lurks beneath. Onyx-black metal coats Agonim's body, a near indestructible material that Agonim can mold into the form of weapons at will, polished and pristine until the blood sport begins. Previously reflecting the dreamlike, iridescent light of the Kalashtar, Agonim's eyes shine like burning star, blazing with rage when his attention turns to his quarry. Agonim has unleashed the full arsenal of his formidable combat abilities, wielding his forged weapons as an extension of his very being and calling upon potent magics to twist the very earth to his whim. Few can stand against the might of this elder lord among the Kalashtar now that he has restored his fearsome fighting spirit.

Previous Versions

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Monster Tags: NPC

M0yenn3

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