Large Humanoid, Lawful Neutral
Armor Class 20 (23 with mage armor)
Hit Points 299 (18d8 + 118)
Speed 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
20 (+5)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws CON +8, INT +11, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Condition Immunities Charmed, Frightened, Incapacitated, Poisoned
Senses Truesight 120ft., Passive Perception 20
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Asgore has advantage on saving throws against spells and other magical effects.

Spellcasting. Asgore is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Asgore can cast Fireball at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, identify, magic missile

2nd level (3 slots): detect thoughts

3rd level (3 slots): counterspell

4th level (3 slots): fire shield

5th level (3 slots):scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): Power Word Stun

"I don't want to do this...". None of His attacks can make an opponent unconsious at first, dropping them only to one health, if they are already at one health, then the attack works as normal.

Will to live. When asgore is hit with a fatal attack, then he just goes down to one health, then the players have the option to kill him.

Actions

Asgeirr. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 15 (3d8+3) piercing or slashing damage damage, or 18 (3d10+3) piercing or slashing damage damage if used with two hands to make a melee attack.This is a magic attack.

Frightful Presence. Each creature of Asgore's choice that is within 120 feet ofAsgore and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Asgore's Frightful Presence for the next 24 hours.

Reactions

Parry. Asgore adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Monster Tags: NPC

Habitat: Urban

Daviddoesntsucc

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