Huge Fiend (Demon), Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 338 (26d12 + 182)
Speed 50 ft.
STR
28 (+9)
DEX
25 (+7)
CON
24 (+7)
INT
24 (+7)
WIS
22 (+6)
CHA
28 (+9)
Saving Throws STR +17, DEX +15, CON +15, INT +15, WIS +14, CHA +17
Skills Arcana +15, Deception +17, History +15, Insight +14, Perception +14
Damage Resistances Lightning, Psychic
Damage Immunities Cold, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

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

Innate Spellcasting. Aamon's spellcasting ability is Charisma (spell save DC 25). Aamon can innately cast the following spells, requiring no material components:

At will: detect magic, bestow curse, locate creature, augury (as an action)

3/day each: legend lore, clairvoyance (As an action), cloudkill, blade barrier, dispel magic

1/day: foresight

Actions

Multiattack. Aamon can use Reveal Fate, he then makes four attacks, one with his beak, one with his tail, and two with his claws. He can replace any of his attacks with a use of vomit fire.

Beak. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 9) force damage.

Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 9) force damage plus 18 (6d6) poison damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 (3d10 + 9) force damage and is grappled (escape DC 24). Until this grapple ends, the target is restrained, Aamon can automatically hit the target with his tail, and Aamon can't make tail attacks against other targets.

Vomit Fire. Ranged Spell Attack: +17 to hit, range 120 ft., one target. Hit: 33 (4d12 + 9) fire damage.

Reveal Fate. Aamon targets one creature he can see within 120 feet of him and overwhelms it with visions of what is to come for 1 minute. At the start of the creature's turn, it must make a DC 24 Wisdom saving throw. On a failure, a creature takes 30 (6d10) psychic damage and is stunned until the end of it's next turn. On a success a creature is frightened of Aamon for 1 minute. A creature that succeeds the saving throw three times becomes immune to reveal fate for 24 hours.

Fire Breath (Recharge 5–6). Aamon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 80 (20d8) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the aura that aren’t being worn or carried ignite.

Legendary Actions

Aamon 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. Aamon regains spent legendary actions at the start of his turn.

Vomit Fire. Aamon uses vomit fire.

Tail Slam (Costs 2 Actions). Aamon slams a creature he has grappled in his tail against the ground, or throws it up to 60 feet away. A creature that is slammed takes the regular amount of damage from a tail attack, while a creature that is thrown takes 3 (1d6) bludgeoning damage for every ten feet it travels. If Aamon throws the target at another creature, he makes a ranged attack. If it hits, both creatures take the damage, and they must succeed a DC 24 Strength saving throw or both be knocked prone.

Glimpse the Future (Costs 2 Actions). Aamon gains advantage on his next attack roll and the next attack against him is made with disadvantage.

Lair and Lair Actions

Aamon’s Lair

Aamon has made his lair in Kahl'Zirith, the unending plane of clairvoyance. Unlike the chaotic madness of other Abyssal layers, Kahl’Zirith exudes an eerie, calculated stillness—an endless, barren land of cracked obsidian and shifting dunes of shimmering sand that gleam with trapped echoes of the future. Aamon's citadel of visions sits chained to the ground in the center of the realm, floating over a grand mirror where the future of anyone who stares into it overwhelms their thoughts until it drives them to madness. The citadel itself is made of vast spires of obsidian and brimstone, spiked chain bridges connecting them all.

Lair Actions

On initiative count 20 (losing initiative ties), Aamon can take a lair action to cause one of the following magical effects; Aamon can’t use the same effect two rounds in a row:

  • The fate of a creature Aamon can see within 60 feet of him is revealed, much to their detriment. The chosen creature must succeed a DC 18 Charisma saving throw or suffer a -2 to their AC and have disadvantage on saving throws until initiative count 20 on the next round.
  • Aamon casts the confusion spell twice, targeting different areas. Aamon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.
  • Aamon creates a rift in the ground and summons hellfire to burst forth from it underneath a creature he can see within 60 feet of it. The target must succeed on a DC 18 Dexterity saving throw, taking 27 (6d6) fire damage on a failed save, or half as much damage on a success. The ground in a 30 foot radius around that creature becomes difficult terrain.

     Regional Effects

    The region containing the legendary Aamon’s lair is warped by his magic.

    • Creatures have a growing sense of dread while within 3 miles of the lair
    • Beasts within 1 mile of the lair become erratic and restless
    • If a creature falls asleep within 1 mile of the lair, it's dreams are glimpses of the next day.

    If Aamon dies, the effects fade in 1d10 days.

Monster Tags: Demon Lord

Habitat: Planar (Abyss)

banicleloves_hookhorror

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