Large Fiend (Demon, Fiend), Chaotic Evil
AC 20 (Natural Armor)    Initiative +6 (16)
HP 315 (30d10 + 150)
Speed 20 ft., Climb 20 ft., Fly 40 ft.
Mod Save
STR 18 +4 +4
DEX 22 +6 +13
CON 20 +5 +5
Mod Save
INT 29 +9 +16
WIS 28 +9 +16
CHA 22 +6 +13
Skills Arcana +16, History +16, Investigation +16, Perception +16, Stealth +13
Resistances Cold, Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 300 ft., Truesight 150 ft.; Passive Perception 27
Languages Can understand and read all languages but only communicates with Telepathy range 300 ft.
CR 24 (XP 62,000, or 75,000 in lair; PB +7)
Traits

Corrupting Magic Aura. Any creature, other than Agaliarept, that cast a spell of 1st–level or higher within 60 feet of Agaliarept, must roll a d10. On a 1, the caster must roll for a random effect on the Corrupting Magic table (in “Description” below). The random effect happens immediately after the creature casts the spell.

Innate Spellcasting. Agaliarept’s innate spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Agaliarept can innately cast the following spells, requiring no material components

At Will: Detect Magic, Detect Thoughts, Dispel Magic, Hold Monster, Invisibility (self only)

3/Day Each: Teleport, Time Stop

1/Day Each: Plane Shift (self only)

Legendary Resistance (3/Day). If Agaliarept fails a saving throw, they can choose to succeed instead.

Magic Resistance. Agaliarept has advantage on saving throws against spells and other magical effects.

Magic Weapons. Agaliarept’s weapon attacks are considered magical.

Regeneration. Agaliarept regains 10 hit points at the start of their turn if they have at least 1 hit point.

Actions

Multiattack. Agaliarept shoots three of the following magical Eye Rays of its choice or at random (each Eye Ray can be used only once per Multiattack), choosing one to three targets it can see within 150 feet of it. Agaliarept can replace any Eye Ray with a Draining Bite attack.

Draining Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) Piercing damage. On a hit, the target must succeed on a DC 20 Constitution saving throw. On a failed save, the target takes 36 (8d8) Necrotic damage, and its hit point maximum is reduced by an amount equal to the Necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. In addition, Agaliarept gains Temporary Hit Points equal to the Necrotic damage taken.

Eye Rays. Agaliarept shoots three of the following magical Eye Rays of its choice or at random (each Eye Ray can be used only once per Multiattack), choosing one to three targets it can see within 150 feet of it:

Death Ray. The targeted creature must succeed on a DC 24 Dexterity saving throw. On a failed save, the creature takes 55 (10d10) Necrotic damage. If the Necrotic damage from this ray reduces a creature to 0 hit points, it immediately dies and rises up as a Zombie version of itself at the start of Agaliarept’s next turn. The Zombie pursues whatever creature it can see that is closest to it.

Devour Magic Ray. The targeted creature must succeed on a DC 24 Dexterity saving throw. On a failed save, the target has one of its magical items lose all magical properties for one minute. If the object is a charged item, it also loses 7 (1d6+4) charges. Determine the affected item randomly, ignoring single–use items such as potions and scrolls.

Disintegration Ray. If the target is a creature, it must succeed on a DC 24 Dexterity saving throw. On a failed save, the creature takes 65 (10d8 + 20) Force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10–foot Cube of it.

Fear Ray. The targeted creature must succeed on a DC 24 Wisdom saving throw. On a failed save, the target is magically Frightened by Agaliarept for one hour. A creature Frightened in this way, must take the Dash action and move away from Agaliarept by the safest route on each of its turns unless there is nowhere to move. If the Frightened creature ends its turn in a space where it does not have line of sight to Agaliarept, the creature can make a DC 24 Wisdom saving throw. On a successful save, the creature is no longer Frightened.

Petrification Ray. The targeted creature must succeed on a DC 24 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is Restrained. On a successful save, the target's Speed is halved until the end of its next turn. A Restrained target must succeed on a DC 24 Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the petrification ends. If it fails its saves three times, it is turned to stone and has the Petrified condition until cured. The successes and failures need not be consecutive; keep track of both until the target collects three of a kind.

Telekinetic Ray. If the target is a creature, it must succeed on a DC 24 Strength saving throw. On a failed save, Agaliarept can move it up to 30 feet in any direction. The target is Restrained by the ray’s telekinetic grip until the start of Agaliarept’s next turn or until Agaliarept is Incapacitated. If the target is an object weighing 1,000 pounds or less that is not being worn or carried, it is moved up to 30 feet in any direction. Agaliarept can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

Teleport. Agaliarept magically teleports, along with any equipment it is wearing and carrying, up to 120 feet to an unoccupied space it can see.

Possessing Gaze (Recharge 5–6). Agaliarept turns the sight of all six of its eyes towards one creature it can see within 30 feet of it. If the target can see Agaliarept, it must succeed on a DC 21 Charisma saving throw. On a failed save, the creature is Charmed by Agaliarept and gains one random Indefinite Madness as shown in the Dungeon Master's Guide. On a successful save, the creature is immune to Agaliarept Possessing Gaze for the next 24 hours. While Charmed in this way, the creature has a telepathic connection with Agaliarept, can telepathically communicate with Agaliarept over any distance and across the planes, and follows all of Agaliarept’s commands to the best of their capabilities. This control lasts until Agaliarept dies or until Agaliarept releases the creature as an action. It can be ended early by casting Dispel Evil and Good, Greater Restoration, or similar magic on the Charmed creature.

Summon Demon (1/Day). As an action, the Demon Lord summons either 1d20 Vrock, 1d12 Hezrou, 1d10 Glabrezu, 1d8 Nalfeshnee, 1d6 Marilith, 1d4 Goristro, or one Balor. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can not summon other demons. It remains until it dies, its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions

Agaliarept 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. Agaliarept regains spent legendary actions at the start of each of its turns.

Bite. Agaliarept makes a single Draining Bite attack.

Eye Ray. Agaliarept uses one random Eye Ray.

Teleport. Agaliarept uses its Teleport action.

Cast a Spell (Costs 2 Actions). Agaliarept casts a spell from its Innate Spellcasting list, using a spell slot as normal.

Cast a Spell (Costs 1–3 Actions: Optional Spellcasting Only). Agaliarept expends a spell slot to cast a 1st–, 2nd–, or 3rd–level spell that it has prepared on his Optional Spellcasting list. Doing so costs 1 legendary action per level of the spell.

Description

Silent Lord of Twisting Hands, Demon Lord of Silent Horrors, Agaliarept is the Demon Lord of the 144th layer of the Abyss known as The Hands.

Agaliarept appears as a tall slender form shrouded in a cloak and darkness. Agaliarept has 12 long double–jointed arms, six of its arms have an eye in the palm, and the other six of its arms have a mouth in the palm.

Agaliarept’s true appearance is unknown, but it is said that its true form is vastly terrifying to the point where it could cause even other demons to freeze in their tracks and be paralyzed with disgust and fear. Agaliarept is also, among one of the most mysterious demons in the Abyss, being that Agaliarept barely ever utters a word. Not even a grunt when it is attacked and riddled with pain. Which also makes it difficult for Agaliarept’s opponents to discern what it is thinking, which gives Agaliarept the advantage in battle.


Corrupting Magic

Any creature other than Agaliarept that cast a spell of 1st–level or higher within 60 feet of Agaliarept must roll a d10. On a 1, the caster must roll for a random effect on the Corrupting Magic table. If the effect is a spell that normally requires concentration, it does not require concentration in this case, the spell lasts for its full duration. All of the corrupting magic effects are triggered immediately after a creature casts a spell within the aura. All corrupting magic effects that require a saving throw are a DC 15.

Corrupting Magic Table

  • 01–10. A Fireball spell cast at 5th–Level is summoned centered on the caster.
  • 11–20. A Confusion spell cast at 5th–Level is summoned centered on the caster.
  • 21–30. A Hunger of Hadar spell cast at 5th–Level is summoned centered on the caster.
  • 31–40. A Erupting Earth spell cast at 5th–Level is summoned centered on the caster.
  • 41–50. A Faerie Fire spell cast at 5th–Level is summoned centered on the caster.
  • 51–60. A Web spell cast at 5th–Level is summoned centered on the caster.
  • 61–70. A Hypnotic Pattern spell cast at 5th–Level is summoned centered on the caster.
  • 71–80. A Slow spell cast at 5th–Level is summoned centered on the caster.
  • 81–90. The caster is transported to the Astral Sea for one minute. While there, the caster can make a Charisma saving throw, ending the effect on itself on a success. At which point the caster reappears in the space it left or in the nearest unoccupied space if that space is occupied.
  • 91–00. The caster is transformed into a potted plant for one hour or until it takes any damage. While the caster is a potted plant it is Unconscious. The potted plant has an Armor Class of 4. The clay pot is 6 inches wide, 7 inches tall, is full of soil, and weighs 8 pounds. The GM chooses what kind of small nonmagical plant is growing out of the pot.

Optional Spellcasting

Agaliarept is extremely intelligent and would see the benefit of learning wizard spells. To the GM’s discretion, if you want to up the difficulty, then the following spell list is available for Agaliarept to use.

Spellcasting. Agaliarept’s spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Agaliarept has the following Wizard spells prepared:

Cantrips (at will): Encode Thoughts, Fire Bolt, Mind Sliver, Minor Illusion, Prestidigitation

1st Level (4 slots): Catapult, Hideous Laughter, Sanctuary, Shield

2nd Level (3 slots): Blur, Phantasmal Force, Ray of Enfeeblement, Tasha’s Mind Whip

3rd Level (3 slots): Animate Dead, Counterspell, Lightning Bolt

4th Level (3 slots): Confusion, Hallucinatory Terrain, Stone Shape

5th Level (3 slots): Scrying, Synaptic Static, Wall of Force

6th Level (2 slots): Disintegrate, Guards and Wards, Mass Suggestion

7th Level (2 slots): Forcecage, Power Word Pain

8th Level (1 slot): Antimagic Field, Dominate Monster

9th Level (1 slot): Psychic Scream, Weird

Lair and Lair Actions

The Hands: 144th Layer

Agaliarept is the Demon Lord of the 144th Layer of the Abyss called The Hands. A blistering cold realm of permanent darkness and an endless sea of bones. Agaliarept’s lair is a gargantuan flying warship named Dark Howling.


The Hands

An endless sea of bones made up of all types of creatures from across the planes. Any creature that stands still for more than a few minutes on the bones soon realizes why this place is called The Hands, as skeletal hands reach up to grapple the creature.

A creature being grasped by these hands must succeed on a DC 12 Strength saving throw. On a failed save, a creature in Grappled, Restrained, and starts to be pulled down into the bones. A Restrained creature must then make a Strength saving throw at the end of each of its turns. If it successfully saves three times, the creature is released. If it fails its save three times, it is pulled beneath the bones and is buried. While buried in this way, the target is Blinded, Restrained, is unable to breath, and takes 14 (4d6) Bludgeoning damage at the start of each of its turns. The successes and failures do not need to be consecutive; keep track of both until the target collects three of a kind.


Dark Howling

A gargantuan flying warship covered with jagged armor plates of jet–black adamantine. The warship is 300 feet long, 50 feet wide, and has 5 lower decks. The deck of the ship has 20 demonic ballista and 12 harpoon guns. Dark Howling does have a mast and sails but it does not require them to move. Dark Howling flies purely by the will of Agaliarept, at a speed of 16 miles per hour (384 miles per day).

Crew. Dark Howling has a crew of 11 (2d10) Babau, 2 (1d4) Chasme, 21 (6d6) Quasit, and 55 (10d10) Skeleton,

Well Guarded. Dark Howling is always accompanied by 6 (1d12) Demonic Battle Balloons. Each Demonic Battle Balloons has a crew of 3 (1d6) Babau, 4 (1d8) Quasit, 14 (4d6) Skeleton, and one Demonic Captain. The Demonic Captain is either a Glabrezu (summoner variant) or a Nalfeshnee (summoner variant).


Lair Actions

Agaliarept’s lair is the entire 144th Layer of the Abyss. However, depending on where Agaliarept is when encountered, will determine what lair actions it can take.


Lair Actions: The Hands

On initiative count 20 (losing initiative ties), Agaliarept takes a lair action to cause one of the following effects: Agaliarept can not repeat an effect until they have all been used, and it can not use the same effect two rounds in a row:

  1. Blindness. Dark shadows reach towards a creature of Agaliarept’s choice that it can see within 150 feet of itself. The creature must succeed on a DC 15 Constitution saving throw. On a failed save, the creature is Blinded until the start of the next lair action (initiative count 20).
  2. Eye Ray. An eye opens on a solid surface within 150 feet of Agaliarept. One random Eye Ray of Agaliarept’s shoots from that eye at a target of Agaliarept’s choice that it can see. The eye then closes and disappears.
  3. Grasping Hands. Skeletal hands reach up and grab all creatures of Agaliarept’s choice that are on the ground. A creature must succeed on a DC 15 Strength saving throw. On a failed save, a creature is Grappled until the start of the next lair action (initiative count 20).
  4. Cast Spell (Optional Spellcasting Only). Agaliarept cast a spell of 2nd–Level or lower from its Optional Spellcasting list, without expending a spell slot.

Lair Actions: Dark Howling

On initiative count 20 (losing initiative ties), Agaliarept takes a lair action to cause one of the following effects: Agaliarept can not repeat an effect until they have all been used, and it can not use the same effect two rounds in a row:

  1. Blindness. Dark shadows reach towards a creature of Agaliarept’s choice that it can see within 150 feet of itself. The creature must succeed on a DC 15 Constitution saving throw. On a failed save, the creature is Blinded until the start of the next lair action (initiative count 20).
  2. Eye Ray. An eye opens on a solid surface within 150 feet of Agaliarept. One random Eye Ray of Agaliarept’s shoots from that eye at a target of Agaliarept’s choice that it can see. The eye then closes and disappears.
  3. Shadow Step. Agaliarept magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see.
  4. Cast Spell (Optional Spellcasting Only). Agaliarept cast a spell of 2nd–Level or lower from its Optional Spellcasting list, without expending a spell slot.

Madness of Agaliarept

If a humanoid spends at least one hour on the 144th Layer of the Abyss, that creature must succeed on a DC 21 Wisdom saving throw. On a failed save, the creature descends into a random form of madness determined by the Madness of Agaliarept table. On a successful save, a creature is immune to this madness for the next 24 hours.

Madness of Agaliarept Table

  • 01–20. “I can feel them behind my eyes!”
  • 21–40. “You have nice hands, I must have them.”
  • 41–60. “These hands are not my own.”
  • 61–80. “I have to whisper to make sure they do not hear me.”
  • 81–00. “Where are my bones?!”

Previous Versions

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Monster Tags: NPCDemonDemon Lordfiend

Habitat: Planar (Abyss)Planar (Lower Planes)Underdark

DaemonSultan

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