Large Fiend, Lawful Evil
Armor Class 23 natural armor
Hit Points 604 (39d10 + 390)
Speed 50 ft., Fly 100 ft.
STR
28 (+9)
DEX
19 (+4)
CON
20 (+5)
INT
27 (+8)
WIS
30 (+10)
CHA
26 (+8)
Saving Throws INT +17, WIS +19, CHA +17
Skills Arcana +17, Deception +17, History +17, Insight +19, Intimidation +17, Investigation +17, Perception +19, Persuasion +17
Damage Resistances Acid, Bludgeoning, Cold, Lightning, Piercing, Psychic, Slashing
Damage Immunities Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Truesight 120 ft., Passive Perception 29
Languages all, telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Discorperation. When Asharderis drops to 0 hit points or dies, his body is destroyed but his essence travels back to the Endless Abyss, and he is unable to take physical form for a time.

King of Demons. All fiends with a Challenge of 20 or lower make attack roles against Asharderis with disadvantage.

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

Limited Magic Immunity. Asharderis is immune to spells of 6th level or lower unless he wishes to be affected. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Asharderis's weapon attacks are magical.

Regeneration. Asharderis regains 25 hit points at the start of his turn as long as he has at least 1 hit point remaining.

Spellcasting. Asharderis is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Asharderis has the following wizard spells prepared:

Cantrips (at will): mage hand, ray of frost, shocking grasp

1st level (at will): burning hands, ray of sickness, shield

2nd level (at will): arcane lock, knock, scorching ray

3rd level (at will): animate dead, counterspell

4th level (3 slots): blight, ice storm, phantasmal killer

5th level (3 slots): cloudkill, hold monster, wall of force

6th level (3 slots): chain lightning, circle of death, disintegrate

7th level (3 slots): fire storm, plane shift, simulacrum

8th level (2 slots): feeblemind, incendiary cloud

9th level (2 slots): power word kill, wish

Actions

Multiattack. Asharderis makes two staff attacks and uses Frightful Word once.

Staff of the Endless Abyss. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage plus 10 (3d6) psychic damage.

Deceptive Words. Asharderis targets one creature can see within 120 feet of him. The target must succeed on a DC 26 Charisma saving throw or become charmed by Asharderis for 1 minute. The charmed target can repeat the saving throw if Asharderis does any damage to it. A creature that succeeds on this saving throw is immune to Asharderis's Deceptive Words for 24 hours.

Frightful Word. Asharderis targets one creature he can see within 30 feet of him. The target must succeed on a DC 27 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Asharderis by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Hurl Flame. Ranged Spell Attack: +17 to hit, range 120 ft., one target. Hit: 35 (10d6) fire damage.

Teleport. Asharderis magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

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

Attack. Asharderis makes a Staff of the Endless Abyss attack.

Teleportation. Asharderis magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Will of the Staff (Costs 2 Actions). The Staff of the Endless Abyss emits magical, unholy energy. Each creature of Asharderis’ choice in a 20-foot radius must make a DC 25 Dexterity saving throw, taking 45 (10d8) acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic or slashing damage (his choice) on a failed save, or half as much damage on a successful one.

Hellfire (Costs 3 Actions). Asharderis casts Delayed Blast Fireball.

Description

Asharderis is the King of Demons, a God corrupted by the Seven-armed God of Darkness and the God of Madness. Originally he was a God of Creation, meant to dream up new creatures, but with their whispers he imagined an ever changing race of beings made from the souls of the evil. To free the idea he plunged an iron spike through his skull, and when his divine ichor dripped forth, it took on the form of the first fiends. He would later shape this spike into the claw-like head of his cold iron Staff of the Endless Abyss.

After he was defeated by his nemesis Lith, the Goddess of Elves and Fae, he was imprisoned in an endless realm that had numerous spells cast on it to keep him from leaving. Yet his presence has corrupted and twisted the realm, turning his prison into a paradise, though he is still unable to leave... for now...

Lair and Lair Actions

Asharderis makes his lair in the iron Fortress of Dreadspire, but he can use his legendary actions anywhere in the Endless Abyss so long as he has his staff.

Lair Actions

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

  • Asharderis casts Wall of Fire at one point he can see within 120 feet of him. The wall lasts for one round or until Asharderis dismisses it as a bonus action.
  • Asharderis summons a demon guard. The guard has the statistics of a horned devil, and acts directly after Asharderis's innovative count. The demon guard follows Asharderis's commands. The demon remains for 1 hour or until he dismisses it as a bonus action. Asharderis may only have 1 demon guard summoned at a time.
  • One target creature that Asharderis can see within 60 feet of him must succeed on a DC 24 Dexterity saving throw or be teleported to a random location within the Endless Abyss.

Regional Effects

The region containing Asharderis's lair is controlled by the Staff of the Endless Abyss and corrupted by his evil, which creates the following effects:

  • Asharderis can teleport to any location within the Endless Abyss after 1 minute of uninterrupted focus.
  • Water and food that isn't magically protected is fouled instantly by Asharderis's evil. If this food is eaten, it deals 27 (6d8) necrotic damage and gains one level of exhaustion.
  • Fiends within 10 miles of Asharderis's lair have advantage on saving throws and attack rolls.
  • Asharderis is instantly aware of any being within 5 miles of his lair that speaks his name, and if they speak it three times in succession, he also knows their location.
  • Asharderis's telepathy range is increased to 100 miles while within his lair.

If Asharderis dies, these effects don't fade unless Asharderis was permanently destroyed, in which case, the effects warp to fit the desires of the new Demon King over the course of 3d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
10/13/2019 11:07:04 PM
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11/4/2019 7:51:24 PM
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11/4/2019 8:00:28 PM
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2
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Monster Tags: DemonDemon Lordfiend

TerenceScarletspear

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