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.
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.
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.
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