Large Fiend, Lawful Evil
Armor Class 24 robes of the scarlet emperor
Hit Points 562 (45d10 + 315)
Speed 50 ft., Fly 120 ft.
STR
23 (+6)
DEX
20 (+5)
CON
25 (+7)
INT
29 (+9)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws STR +15, DEX +16, CON +16, INT +18, WIS +19, CHA +19
Skills Arcana +18, Deception +19, History +18, Insight +17, Perception +17, Persuasion +19, Religion +18, Sleight of Hand +14
Damage Resistances Cold, Force
Damage Immunities Fire, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear The Staff of the Endless Abyss, the Robes of the Scarlet Emperor
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 27
Languages All, telepathy 1,000 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 heart of the Endless Abyss, and he is unable to take physical form for a time.

Immortal. Asharderis cannot be destroyed by a single spell or effect, nor can he be entirely erased from existence, in addition, he is immune to any effects that would instantly reduce him to 0 hit points.

Imperious Garb. Draped in the Robes of the Scarlet Emperor, Asharderis has a +2 bonus to all saving throws he isn't naturally proficient in.
In addition, while he has more than half his hit points remaining, no attack roll or ability check can have advantage against him unless such is granted by other divine powers, racial abilities, or from a spell of 9th Level or higher. If sullied by holy oil or water, effects may gain advantage against him for 1 round.

Infernal Transcendence (Recharge After a Short or Long Rest). Asharderis sheds his demonic visage, revealing the twisted divinity within, corrupted and pulsing with power gifted by two of the Primoridal Gods, he falls upon his foes as a force of nature more than a monster. If Asharderis would be reduced to 0 hit points, his current hit point total instead resets to full, he regains any expended spells, and he regains expended uses of Legendary Resistance. Additionally, Asharderis uses his mythic stats for the next hour. The XP reward for defeating Asharderis doubles, after he utilizes Infernal Transcendence.

Innate Spellcasting. Asharderis' spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Bane, Burning Hands, Crown of Madness, Darkness, Detect Magic, Detect Thoughts, Dispel Magic, Fire Bolt (17th Level), Fireball, Hex, Hold Monster, Inflict Wounds (5th Level), Magic Missile, Prestidigitation, Thunderwave (4th Level)

5/day each: Clairvoyance, Command, Counterspell, Dimension Door, Elemental Weapon, Hunger of Hadar, Lightning Bolt, Mind Sliver (17th Level), Scorching Ray (4th Level)

4/day each: Banishment, Blight, Dispel Magic, Enemies Abound, Fear, Gaseous Form, Polymorph, Scrying, Silence

3/day each: Chain Lightning, Cloudkill, Cone of Cold, Divine Word, Greater Invisibility, Harm, Mass Suggestion, Plane Shift, Reverse Gravity, Scatter, Shatter, Wall of Fire

2/day each: Circle of Death, Control Weather, Creation, Delayed Blast Fireball, Disintegrate, Dominate Monster, Eyebite, Finger of Death, Fire Storm, Instant Summons, Power Word: Pain, Symbol, Teleport, Whirlwind

1/day each: Antimagic Field, Earthquake, Gate, Incendiary Cloud, Meteor Swarm, Mirage Arcane, Storm of Vengeance, Wish

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

Legendary Resistance (5/Day). If Asharderis fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Asharderis is immune to spells of 5th level or lower unless he wishes to be affected. He has advantage on saving throws against all spells and magical effects.

Magic Weapons. Asharderis' weapon attacks are magical.

Regeneration. Asharderis regains 30 hit points at the start of his turn.

Supreme Spelltwister. When Asharderis casts a spell that deals damage, he can change that spell's damage to any damage type other than Psychic, Radiant, Bludgeoning, Piercing, or Slashing. He must do this before he casts the spell.

Tainted Weave. Asharderis can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells. As well, creatures hostile to Asharderis have disadvantage on concentration saving throws for spells that effect exclusively Asharderis.

Tithe of Souls. When Asharderis or a demon within 120 feet of him reduces a creature with a soul to 0 hit points, that creature automatically fails one of its death saves, and Asharderis gains 25 temporary hit points. In addition, all demons within 60 feet of Asharderis gain 10 temporary hit points, except if that specific demon is responsible, in which case they gain 15 temporary hit points. Asharderis can choose to exclude any creature from gaining aid from this ability.

 

 

Actions

Multiattack. Asharderis makes two melee attacks, either of which he can replace with a use of Crimson Demonflame, he may also cast a spell, or use one of his recharge abilities.

Soul Shattering Touch. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 24 (4d8+6) necrotic damage, and the target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Asharderis regains hit points equal to half the damage dealt.

Staff of the Endless Abyss. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage plus 21 (6d6) psychic damage.
On a critical hit, the target must succeed on a DC 27 Constitution saving throw or be Stunned until the end of its next turn.

Crimson Demonflame. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 35 (10d6) fire and necrotic damage.

Demon King's Judgement (Recharge 5-6). Asharderis unleashes a beam of demonflame in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 49 (9d10) fire damage plus 49 (9d10) necrotic damage on a failed save, or half as much damage on a successful one.

Kneel Before Me (Recharge After a Long Rest). Each hostile creature within 30 feet of Asharderis must succeed on a DC 25 Intelligence saving throw, taking 52 (15d6) psychic damage on a failed save, or half as much on a successful one.
For each creature that fails the save, roll a d10 and apply the corresponding effect.
1- The target is Frightened for one round with no further consequences.
2- The target's alignment moves one step towards chaotic evil, and it gains more demonic feature. This change can only be undone using Greater Restoration or a similar spell at 7th Level or higher.
3- The target looses any damage resistances it has and any immunities it possessed instead become resistances. These effects last until the target completes a short or long rest, or until it's cured by Remove Curse or a similar spell cast at 5th Level or higher.
4- The target is Stunned for 1 minute. It may repeat the saving throw at the end of each of its turns, ending the effect on a success.
5- The target is teleported up to 120 feet to a location of Asharderis' choice. Asharderis may not choose a location closer to him than the target already was.
6- The target's maximum hit points are halved for one hour, or until the effect is dispelled by Remove Curse, Greater Restoration, or similar magic. This does not change the target's current hit points, although they're treated as temporary hit points while they're affected by this ability.
7- The target loses the ability to speak or write for 1 minute. 8- The target's weapon (if it has one) is torn from its hand and thrown 60 feet away from them in a direction of Asharderis' choosing.
9- The target is possessed by incorporeal demonic spirits. While possessed, the target is charmed, and views Asharderis as its lord and master, to be worshiped and protected. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Otherwise, the possession lasts for 5 minutes.
10- The target gains a form of Indefinite Madness unique to Asharderis, and has permanent disadvantage on initiative rolls against demons.

 

Bonus Actions

Master's Call. If Asharderis isn't currently wielding the Staff of the Endless Abyss, as long as another creature hasn't attuned itself to the Staff, he can summon it back to his hand across any distance, including planar boundaries. If another creature has attuned itself to the Staff of the Endless Abyss, Asharderis instead receives a level of Exhaustion, regardless of his immunity to the condition.

Legendary Actions

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

Attack. Asharderis makes one attack with his staff or uses Crimson Demonflame once.

Afflicting Grasp (Costs 2 Actions). Asharderis uses his Soul Shattering Touch.

Will of the Staff (Costs 2 Actions).
The Staff of the Endless Abyss flares with unholy power. Each creature of Asharderis’ choice in a 20-foot radius must make a DC 24 Strength saving throw or take 27 (6d8) force damage, be pushed 10 feet away and be knocked prone. Asharderis can then teleport along with everything he's wearing or carrying up to an unoccupied space he can see within 60 feet of him.

Dominating Command (Costs 3 Actions). Asharderis attempts to seize control of a being's mind. One creature Asharderis can see within 60 feet of him must succeed on a DC 27 Charisma saving throw or become Charmed by the King of Demons. A creature that is Charmed in this way is under Asharderis' control during their next turn.

Mythic Actions

If Asharderis' Infernal Transcendence trait has activated in the last hour, he can use the options below as legendary actions.

Vent Rend. Asharderis causes the ground within 150 feet of him to split in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much on a successful one.

Cast a Spell (Costs 2 Actions). Asharderis casts a spell of 7th level or lower from his list of prepared spells, expending a use as normal.

To me (Costs 3 Actions). Asharderis begins concentrating for the next 2d2 turns. If this concentration isn't interrupted in some way, he conjures a Demon of CR 15 or lower in a location he can see within 120 feet of him.

Description

The Lord and Master of all Demonkind, Asharderis wields near total power from his dread throne via the symbol of his domination, the Staff of the Endless Abyss. With the might of that incredible artifact, the King of Demons has held his title for the entire history of demonkind.
Asharderis was once the God of Forms, dreaming up new types of life, however, a madness influenced his mind and drove him to imagine a mutable race of near perfect beings, this race would become the demons that we know today. In order to release them from the confines of his mind, Asharderis drove a crystal spike into his head, giving life to the very first demons from the divine ichor that spilt forth. Now, that crystal forged into the heart of his staff, Asharderis watches over his people with a macabre sort of pride while they look back with animosity, fear, envy, and for some reverence. His theft and “perversion” of souls has drawn the wrath of proud Oetheus on many occasions, in times past the aloof Goddess has even crossed weapons with the Demon King in devastating grudge matches against her fallen kin.
Thousands of years ago, Asharderis was one of several gods who took up arms against the divine order at the behest of the Primordial God of Darkness, even betraying his creator, the Primordial Goddess of Time. His at the time fledgling demonic legions served as a great boon to the other traitor deities in their fight, but soon enough the Goddess Lith, a playful but powerful entity still loyal to the Goddess of Time created an immortal race of her own. Demons were creatures of violence and power, associated strongly with iron in all its forms, while Lith's new creations, the Fae, were silvery and beautiful, beings of nature that stood apart from the more material aspects of civilization. Diametrically opposed, the two races became locked in a great struggle, allowing Lith's allies as under both the Primordial Gods of Light and Time the opportunity to make significant gains. By the time Asharderis finally chose to attempt to confront Lith directly, she was well prepared, and with the help of the mightiest among her children and a few of the other gods, she bound Asharderis' essence to his realm, rendering him incapable of leaving.
This loss was compounded by the defeat or withdrawal of several other deities and the eventually imprisonment of the Seven-armed God of Darkness himself. Despite this, Asharderis has spent his time scheming, fueled by indignation and the lingering specters of his madness, and his creations have grown ever mightier and ever more numerous. He cares little for revenge on the Fae, though his bitterness burns still, he's far more interested in subjugating the mortal realms and all the souls within to his dark whims...

Madness of Asharderis

If a creature goes mad within the Twisted Iron Citadel or within line of sight of the King of Demons, roll on the Madness of Asharderis table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

Madness of Asharderis
d100 Flaw (lasts until cured)
01-20 "Fear is the only way to gain respect and obedience from others."
21-40 "All relationships are transactional. If someone can no longer benefit me, they are of no use and can be discarded."
41-60 "I have developed an irrational fear of being betrayed or deceived, and will go to great lengths to prevent it."
61-80 "I’ve become increasingly irrational and unpredictable, prone to sudden outbursts of violence or mania."
81-00 “I understand now, the nature of things is an inevitable spiral towards greater chaos and eventual destruction, the grandeur of an action is more important than its morality, power and change are the metrics of the universe.”
 

 

Lair and Lair Actions

Asharderis makes his lair in a towering fortress known as the Twisted Iron Citadel that sits at the very heart of the demonic realms, but he can use his lair actions anywhere in the Endless Abyss so long as he is in possession of the Staff of the Endless Abyss.

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 conjures a wall of fire at one point he can see within 120 feet of him as per the spell. The wall lasts for one round or until Asharderis dismisses it as a bonus action.
  • Asharderis warps the very fabric of the realm, each creature of his choice within his lair must succeed on a DC 27 Strength saving throw or be knocked Prone.
  • One target creature that Asharderis can see within 60 feet of him must succeed on a DC 24 Dexterity saving throw or be magically teleported along with everything they are wearing or carrying up to 120 feet to an unoccupied Asharderis can see within 60 feet of him.

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) poison damage and the creature that did so gains one level of Exhaustion.
  • Fiends within 10 miles of Asharderis' 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.

Monster Tags: DemonDemon Lordfiend

TerenceScarletspear

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