Large Fiend (Devil), Lawful Evil
Armor Class 20 Natural Armor
Hit Points 396 (33d10 + 198)
Speed 40 ft.
STR
26 (+8)
DEX
18 (+4)
CON
23 (+6)
INT
22 (+6)
WIS
20 (+5)
CHA
27 (+8)
Saving Throws DEX +13, WIS +14, CHA +17
Skills Deception +15, Insight +12, Perception +12, Persuasion +15
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Acid, Cold, Lightning
Damage Immunities Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Truesight, Passive Perception 22
Languages All, Telepathy 120 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Aura of a lord. Each creature upon seeing Astaroth must make a DC 20 charisma saving throw. On a failed throw, the creature falls to the ground in a position of respect for Astaroth. If Astaroth is hostile to a creature, they make the saving throw at advantage. If a creature succeeds against this effect 3 times, they become immune to it's effects for 24 hours.

Ancient Truth. When Astaroth reaches 0 hit points, his hit point total instead becomes 300, he recharges his Disallow and all spent legendary resistances. He also regains all uses of his spent spells. Additionally, for one hour Astaroth can use his Mythic powers. 

Cursed Touch. Astaroth's attacks are magical. If Astaroth grapples a creature or object, the target must make a DC 18 Constitution saving throw. (Objects automatically fail). On a failed save, the target begins to transform into solid gold. If it is a creature, it becomes restrained and must repeat the saving throw at the end of each of its turns. If it saves successfully three times, the restrained condition ends. If the creature fails three times, it becomes a solid gold statue and becomes petrified. 

If the target is an object, it slowly turns to gold over 3 turns.

Golden statues and golden objects gain vulnerability to physical damage. (this overrules the normal rules for damage resistance that the petrified condition usually gives)

The transformation can be halted by a lesser restoration spell. Once petrified, only a Greater restoration spell or a flask of holy water can return the target to its normal state.

Devil's Sight. Magical darkness doesn't impede Astaroth's darkvision.

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

 

Limited Magic Immunity. Astaroth is immune to the effects of all spells 6th level or lower. He has advantage against all other spells and magical effects.

 

Regeneration. Astaroth regains 30 hit points at the start of his turn. If Astaroth has taken damage from a silvered weapon within the last round, this feature doesn't trigger.

Actions

Multiattack. Astaroth makes 2 melee attacks. He can replace one attack with Spellcasting.

Fist. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 12 (1d6 + 8) bludgeoning damage plus 14(3d6) necrotic damage. Additionally, Astaroth may attempt to grapple the creature. Astaroth may only grapple on creature at a time.

Spellcasting. Astaroth can cast the following spells requiring no material components. His spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks).
At Will: Alter Self (can become any size Large or smaller when using change appearance), Dispel Magic, Magic Missile (3rd level, 5 darts), Ray of Enfeeblement
3/day each: antagonize(5th level), contagion, dominate person
1/day each: Abi-Dalzim's Horrid Wilting, Dominate Monster, Shadow of Moil, Symbol (Discord only)

 

Bonus Actions

The Hidden Lord. As long as Astaroth is in dim light or darkness, he can use a bonus action to teleport up to 120 feet to an unoccupied space he can see that is also in dim light or darkness.

Reactions

Disallow (Recharges on a 5-6). Astaroth targets a creature attempting to cast a spell and forces them to make a Charisma saving throw (DC 17). On a failed safe, the spell fails.

Legendary Actions

Astaroth can take 5 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. Astaroth regains spent legendary actions at the start of his turn.

Attack (Costs 1 Action1). Astaroth makes one fist attack against a creature within range.

Meld with Shadow (Costs 2 Actions). Astaroth uses his Hidden Lord ability if in dim light or darkness.

Spellcast (Costs 2 Actions). Astaroth uses an at will spell.

Mythic Actions

If Astaroth's Ancient Truth trait has activated in the last hour, he can use the following options as Legendary Actions.  

Hurl to Baator (Costs 4 Actions). Astaroth targets a creature he is grappling. The creature must succeed on a DC 23 Charisma saving throw or take 44 (8d10) psychic damage and be banished until the start of Astaroth's turn. When they return, they gain the fiend type. At the end of each turn they make a DC 15 Charisma saving throw. After three successes they lose the Fiend type. 

Absorb Essence (costs 5 actions). Astaroth targets a fiend he is grappling. The creature must succeed on a DC 20 Constitution saving throw or be absorbed by Astaroth, reducing their hit points to zero and disintegrating their form. Astaroth regains a number of hit points equal to the amount of hit points the creature had.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Spread Suffering. Astaroth makes a spell attack against each creature of his choice that he can see within his lair. On a hit, Each creature takes 4d8 necrotic damage and cannot regain hit points until the next 20 initiative count.
  • Sow Discontent. Each creature of Astaroth's choosing within his lair must succeed on a DC 19 wisdom saving throw. On a fail, they make an attack against an allied creature within attack range. 
  • Obfuscate. A room within Astaroth's lair is filled with an obscuring fog. The area becomes dimly lit if it was bright, and becomes darkness if it was dimly lit. Any spells that generate light that are 3rd level or lower or any divination spells of 3rd level or lower within the room are dispelled. 

Regional Effects

  • Creatures within 10 miles of the lair become extremely aggressive, killing for needs far beyond eating. Each beast or monstrosity in the area has a 10% chance to grow a horn for each tenday spent in the area.
  • Any humanoid that spends at least an hour within 1 mile of Astaroth's lair must succeed on a DC 23 Wisdom saving throw or become afflicted with a madness determined by the Madness of Astaroth table. A creature that succeeds on this saving throw is immune to this regional effect for 24 hours.

If Astaroth dies, these effects fade over the course of 10 days.

Madness of Astaroth

d100 (lasts until cured)

01-20: "The only one who I can trust is myself"
21-40: "The only law that matters is survival of the fittest. Anything goes."
41-60: "The most important thing in all of creation are my personal wants and desires."
61-80: "Those around me are out to get me. I must keep them at a distance or deal with them."
81-00: "My only motivation is the acquiring and hoarding of things I consider precious."

mcswaggerduff

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