Legendary Fear Aura. Any creature hostile to Agaroth that starts its turn within 100 feet of him must make a DC 25 Wisdom or Charisma saving throw, unless he is incapacitated. On a failed save, the creature is frightened and paralyzed until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Agaroth's Legendary Fear Aura for the next 12 hours.
Magic Resistance. Agaroth has advantage on saving throws against spells and other magical effects.
Magic Weapons. Agaroth's weapon attacks are magical.
Innate Spellcasting. Agaroth's spellcasting ability is Charisma (spell save DC 24). Agaroth can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
Spellcasting. Agaroth is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +15 to hit with spell attacks). Agaroth has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (3 slots): disintegrate, globe of invulnerability
7th level (3 slots): finger of death, plane shift
8th level (2 slots): dominate monster, power word stun
9th level (2 slots): power word kill
Multiattack. Agaroth makes six attacks: one with his bite, two with his claw, two with his mace, and one with his tail.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24(5d6 + 8) bludgeoning damage plus 30 (10d6) fire damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 (5d10 + 8) bludgeoning damage.
Fiery Inflict Wounds(2/day). This is a 9th level Inflict Wounds. +14 to hit, touch, one target. Hit: 11d10 necrotic damage, 11d10 fire damage.
Control Dead. If any creature has been killed or incapacitated by Agaroth's Fiery Inflict Wounds he can try and exert his control over their body. The creature must make a DC 24 Charisma check with disadvantage or Agaroth gains control of their body. This curse can be removed by a Remove Curse spell. Or it will end when Agaroth is defeated.
Breath Weapons (Recharge 4-6). Agaroth uses one of the following breath weapons.
Hellfire Breath. Agaroth exhales fire in a 100-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half that much damage on a successful one. The hellfire ignores resistances granted by armor, race, spells, etc.
Weakening Breath. Agaroth exhales gas in a 100-foot cone. Each creature in that area must succeed on a DC 25 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Parry. Agaroth adds 4 to his AC against one melee attack that would hit it. To do so, Agaroth must see the attacker and be wielding a melee weapon.
Detect. Agaroth makes a Wisdom (perception) check.
Bite Attack. Agaroth makes a bite attack.
Frightening Gaze (Costs 2 Actions). Agaroth fixes his gaze on one creature he can see within 30 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute (10 Rounds). The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful of the effect ends for it, the target is immune to Agaroth's gaze for the next 12 hours.
Vile Curse (Costs 3 Actions). Agaroth targets one creature he can see within 30 feet of him. The target must succeed on a DC 17 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack tolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Description
Agaroth towers over any other Pit Fiend you have ever seen. He is the pure embodiment of evil. To face him, is to face the might of the Nine Hells. Agaroth is a Gargantuan Pit Fiend. He craves destruction and revels in the suffering of those who are beneath him. Nothing brings him greater joy than thoroughly breaking his enemies wills to live and fight and then tossing their broken bodies to his Hell Hounds.
Because of his hellish nature, Agaroth is vulnerable to radiant damage. However, having the power of multiple gods has granted him resistance to radiant. Because of this, radiant damage has a normal effect on Agaroth.
Lair and Lair Actions
Agaroth's lair is the throne room inside Nessus, the Ninth layer of Hell. His layer reeks of brimstone and has a malevolent feel unlike anything you have ever felt before. Anything that enters his lair that isn't a fiend must make a DC 15 Charisma check or become frightened. The walls are a dark red. Hanging along them are trophies that Agaroth has collected: bodies of slain enemies, massive weapons gleaming with arcane magic, skulls of giant creatures that have fallen to his hand. At the end of the room sits Agaroth in his throne made of fiery bones and metal. Above his throne, mounted to the wall, is the head of Asmodeus, the last ruler of the Nine Hells. In one corner of the room is his hoard. It rivals even the most ancient dragon hoards in it's sheer massiveness. There is enough treasure in his hoard to build a large kingdom and supply an army of at least 5,000,000 with weapons, shields, and armor.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Agaroth takes a lair action to cause one of the following effects; Agaroth can't use the same effect two rounds in a row:
- Magma erupts from a point on the ground Agaroth can see within 120 feet of him, creating a 25-foot-high, 10-foot-radius geyser. Each creature in the geyser's area must make a DC 17 Dexterity saving throw, taking 28 (7d6) fire damage on a failed save, or half as much damage on a successful one.
- Part of the ceiling collapses above one creature that Agaroth can see within 120 feet of him. The creature must succeed on a DC 16 Dexterity saving throw or take 15 (4d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breath or stand up. A creature can take an action to make a DC 10 strength check, ending the buried state on a success.
- Agaroth chooses a point on the ground that he can see within 120 feet of him. Stone spikes erupt from the ground in a 20-foot radius centered on that point. Any creature inside the radius is trapped inside the wall and can't get out. If any creature is standing where a spike erupts they must make a DC 15 Dexterity check or take 15 (4d6) piercing damage. The effect is otherwise identical to the spike growth spell and lasts until Agaroth uses this lair action again or until he dies.
- Agaroth mutters an incantation and Asmodeus' mouth opens and spews a beam of Necrotic Energy at a target that Agaroth chooses. The target must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) necrotic damage on a failed save, or half that much on a successful one.
Previous Versions
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