| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +14 |
| DEX | 16 | +3 | +3 |
| CON | 26 | +8 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 16 | +3 | +9 |
| CHA | 22 | +6 | +6 |
Legendary Resistance (3/Day). If Artaggon fails a saving throw, he can choose to succeed instead
Magic Resistance. Artaggon has advantage on saving throws against spells and other magical effects.
Magic Weapons. His weapon attacks count as magical.
Grasping Behemoth. Artaggon has advantage on Strength (Athletics) checks to grapple and can grapple creatures up to Huge size.
Wing Buffet. 1/Day. Artaggon flies up to half his flying speed without provoking opportunity attacks. One creature he passes within 5 ft. must succeed on a DC 19 Strength save or take 9 (2d8) bludgeoning damage and fall prone
Multi-attack. Artaggon makes two Hand axe attacks, or one Hand axe attacks and one Grasp of Oblivion (if it’s recharged).
Hand axe. Melee Weapon Attack: +11 to hit, reach 20 (60) ft., one target. Hit: 18 (2d10 + 7) slashing + 9 (2d8) necrotic damage. The hand axe is magical.
Grasp of Oblivion (Recharge 5–6). Melee Weapon Attack: +14 to hit, reach 15 ft., one Large or smaller creature. Hit: 22 (4d8 + 4) necrotic, and the target is grappled (escape DC 19) and restrained. The creature takes 9 (2d8) necrotic at the start of each of Artaggon’s turns until the grapple ends.
Slam. While grappling a creature, Artaggon can slam it into the ground: the target makes a DC 19 Con save or takes 27 (5d8) bludgeoning and is hurled up to 20 ft. and knocked prone; on a success it takes half and isn’t moved. The grapple then ends.
Asphyxiate. One creature Artaggon can see within 60 ft. must make a DC 19 Constitution saving throw. On a failure, the target takes 11 (2d10) necrotic damage and is silenced until the end of its next turn (it can’t speak or provide verbal components). On a success, the target takes half damage and isn’t silenced.
Parry. Artaggon adds 4 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding at least one of his hand axes
Deflect Missile. When Artaggon is attacked by a thrown weapon or projectile, he can make a DC 18 Dex check to catch and keep the weapon for himself.
Artaggon 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. He regains spent legendary actions at the start of his turn.
| Legendary Action | Cost | Effect |
|---|---|---|
| Attack | 1 | Artaggon makes an attack with his Hand axe. |
| Shadow Step | 1 | Artaggon teleports up to 30 ft. to a space he can see in dim light or darkness. The next time he hits with a melee attack before the end of his next turn, the attack deals an extra 9 (2d8) necrotic damage. |
| Throat Grab | 2 | Artaggon makes one Grasp of Oblivion attack (no recharge required). |
Mythic Trait: The Silk Executioner.
The first time Artaggon is reduced to 0 hit points, he instead erupts in shadow-silk, regains 170 hit points, ends all conditions and effects on himself, and recharges Grasp of Oblivion. While this trait is active, he can use the mythic actions below; they share his legendary-action pool.
| Mythic Action | Cost | Effect |
|---|---|---|
| Silk Vortex | 1 | Artaggon conjures a 20-ft.-radius whirl of necrotic webs centered on a point he can see within 60 ft. Each creature in the area must make a DC 19 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much on a success. The area becomes difficult terrain until the start of Artaggon’s next turn. |
| Life-Snipping Pulse | 2 | Necrotic energy surges from Artaggon. Up to two creatures of his choice within 60 ft. must make a DC 19 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save (half on a success). Artaggon regains hit points equal to one target’s necrotic damage taken. |
Description
Tactics. Begins fight by isolating targets and then toying with the spell casters. Relishes in bringing targets as close to death as possible.
Lair and Lair Actions
Three golden pillars surround Artaggon's summoning location and each correspond with a ritual item (harp, mask, crown). On initiative count 20 (losing ties), Artaggon activates one pillar; he cannot repeat the same tower two rounds in a row.
| Pillar | Lair Action |
|---|---|
| Mask Pillar | A beam of light erupts from the pillar and hits Artaggon; heal 25 hp and get advantage on your next attack roll. |
| Harp Pillar | A discordant chord sounds; up to three creatures of Artaggon’s choice within 60 ft. must make a DC 18 Charisma save. On a failure, a creature is teleported up to 30 ft. to a space Artaggon chooses that he can see and takes 10 (3d6) force damage. |
| Crown Pillar |
Ghostly silk-crowns flare above two creatures Artaggon can see within 60 ft. Each must succeed on a DC 18 Wisdom save or be charmed by Artaggon and forced to use its reaction to make one weapon attack of Artaggon’s choice. |
Destroying a Tower. Each tower (AC 18, 30 HP, immune to poison and psychic) can be destroyed. Shattering a tower removes its lair action for the rest of the encounter. When destroyed, each creature within 10 ft. must make a DC 16 DEX saving throw or take 2d10 bludgeoning damage and be knocked away 10 ft. (half on success). It also deals 2d10 radiant damage to Artaggon as the ritual unravels (this number of dice is multiplied by the number of towers currently destroyed)
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