| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +14 |
| DEX | 14 | +2 | +2 |
| CON | 26 | +8 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 16 | +3 | +10 |
| CHA | 18 | +4 | +11 |
Royal Dignity. Asgore cannot be frightened, dominated, or deceived by magic. Any attempt to read his thoughts or alter his emotions fails silently. If a creature tries to use charm or fear effects on Asgore, that creature takes 10 psychic damage as it feels the full weight of his grief.
Fire of Judgment. Asgore’s attacks deal an additional 2d6 fire damage, and any creature reduced to 0 HP by his attacks is engulfed in flame (revival magic has disadvantage unless a DC 18 spellcasting check is made).
Broken Mercy. At the start of combat, Asgore destroys the MERCY mechanic—no creature can surrender, parley, or flee without magic or special class features. This effect ends if Asgore is reduced to below 60 HP.
Resignation. When Asgore drops below 60 HP, he pauses, lowers his weapon, and you may offer him Mercy as a player choice. At this point:
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If you Spare him, he surrenders and collapses, relieved.
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If you Attack, he fights on with a +2 to all damage and AC but takes double damage from all sources as he no longer protects himself properly.
King’s Spellcraft. Asgore wields elemental magic through emotional instinct and divine force. He casts the following spells without components, using Charisma (spell save DC 18, +10 to hit).
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At will:
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Fire Bolt, Thaumaturgy, Control Flames
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3/day each:
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Fireball, Wall of Fire, Destructive Wave, Hellish Rebuke, Flame Strike
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1/day each:
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Fire Storm, Immolation, Mass Suggestion
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Multiattack. Asgore makes three Trident attacks or two Trident attacks and uses Inferno Wave if available.
Trident of the King. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 7) slashing + 7 (2d6) fire damage. On a critical hit, the target is knocked prone.
Inferno Wave (Recharge 5–6). Asgore slams his trident into the ground, releasing a fiery shockwave in a 60-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much on a success. Creatures who fail are also blinded until the end of their next turn.
Asgore 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. He regains all spent actions at the start of his turn.
Judgment Gaze. One creature Asgore can see must succeed on a DC 18 Charisma saving throw or be frightened until the end of its next turn.
Trident Slam (Costs 2). Asgore makes a sweeping trident attack. Each creature in a 15-ft cone must make a DC 19 Strength saving throw or take 4d10 force damage and be knocked back 10 feet.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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8/1/2025 7:31:31 PM
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3
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1
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5e
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Coming Soon
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Posted Mar 7, 2026This is very well put together, and I like a lot of the ideas and interpretations. It's not exactly how I would've done it and if I ever want an Asgore monster I'll probably make my own, but this one is still very impressive. I love the detail of his HP being very close to one tenth of his HP in Undertale. I like tidy conversions between numbers.