Large Fiend, Neutral Evil
AC 23    Initiative +20 (30)
HP 300 (22d10 + 176)
Speed 50 ft., fly 60 ft.
Mod Save
STR 22 +6 +6
DEX 26 +8 +8
CON 24 +7 +14
Mod Save
INT 26 +8 +8
WIS 26 +8 +15
CHA 30 +10 +17
Skills Deception +17, Perception +14, Persuasion +17
Resistances Necrotic
Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
CR 22 (XP 41,000; PB +7)
Traits

Unholy Restoration. When Abaddon, King of Deceit is reduced to 0 hit points, he transforms into Abaddon, Lord of Corruption and regains 350 hit points.

Legendary Resistance (3/Day). If Abaddon, King of Deceit fails a saving throw, it can choose to succeed instead.  When he transforms into Abaddon, Lord of Corruption, he regains up to one expended use of this feature.

Terrible Form.  Attack rolls against Abaddon, Golden God have disadvantage.  In addition, he has advantage on Dexterity saving throws.

Actions

Deny Reality [recharge 5-6]. All creatures within 300 ft of Abaddon, King of Deceit must make a DC 25 Wisdom saving throw.  On a failure, they take 8d6 psychic damage, lose their grasp on reality and become unable to distinguish the truth from lies, as if affected by the Confusion spell.  They may repeat the saving throw at the end of each turn, ending the effect on a pass.

Multiattack. Abaddon, King of Deceit may make 3 Crown of Crowns attacks.  He may replace 2 of these attacks by casting a spell.

Crown of Crowns. Ranged Weapon Attack: +15 to hit, reach 120 ft., 1 target. Hit: the target takes 6d6 radiant damage and 6d6 necrotic damage.  

Spellcasting. Abaddon, King of Deceit casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):

1/Day Each: Power Word Pain, Maze, Finger of Death

Bonus Actions

Shifting Step.  As a bonus action on his turn, Abaddon may teleport up to 60 ft to a space he can see.

Reactions

Ultimate Trick (3/Day). When a creature within targets Abaddon with a spell or attack, that creature must make a DC 25 Wisdom Saving Throw.  On a failure, he and the creature switch positions and the creature becomes the target of their own spell or attack.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, Abaddon, King of Deceit can expend a use to take one of the following actions. He regains all expended uses at the start of each of his turns.

Mocking Coronation. Wisdom Saving Throw: DC 25, one creature Abaddon can see within 120 feet. Failure: The target has disadvantage on all saving throws against spells or effects from Abaddon and he is always aware of its location. The crown disappears when he uses this action again.

Crown Shot. Abaddon may make one Crown of Crowns attack.

Deceptive Repositioning. Abaddon may teleport to any space he can see, becoming invisible until the start of his next turn.

 

Lair and Lair Actions

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

One creature within 120 ft of Abaddon, King of Deceit must make a DC 20 Charisma saving throw or become Crowned.  While crowned, that creature has disadvantage on all saving throws against spells or effects from Abaddon, King of Deceit and he is always aware of its location.  The crown disappears when he uses this effect again.

Strong celestial winds blow in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Each creature in the sphere must succeed on a DC 15 Strength saving throw or be pushed 3d10 feet in a direction of Abaddon's choice.

Golden lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that Abaddon can see. They must be within 120 feet of Abaddon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) radiant damage.

TheAurelian

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