Abigor

Chains of Asmodeus p. 193

Size
Large
Type
fiend (devil)
Alignment
lawful evil
AC
22 (natural armor)
Hit Points
337 (27d10+189)
Speed
walk 30 ft.
Saving Throws
Str +15, Int +12
Skills
Athletics +22, History +12, Insight +10, Intimidation +17, Perception +10, Survival +10
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
20
Languages
Celestial, Common, Draconic, Infernal, telepathy 120 ft.
Challenge
22
STR
27
+8
DEX
14
+2
CON
25
+7
INT
20
+5
WIS
16
+3
CHA
16
+3

Traits

Proficiency Bonus

+7

Devil's Sight

Magical darkness doesn't impede Abigor's darkvision.

Magic Resistance

Abigor has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Abigor makes four attacks using its Warhammer, Throwing Hammer, or a combination of the two.

Warhammer

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) thunder damage.

Throwing Hammer

Ranged Weapon Attack: +15 to hit, range 30/60 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) thunder damage. Hammers thrown this way fall and stick into the ground after hitting their target and a new hammer appears in Abigor's hand.

Thunderous Slam (Recharge 5-6)

Abigor causes all its hammers left on the battlefield to bristle with thunderous energy, exploding outwards with a roar. All creatures within a 10-foot-radius sphere centered on each hammer must make a DC 22 Constitution saving throw. Targets take 26 (4d12) thunder damage on a failed save, or half as much damage on a successful one. If a creature is within multiple spheres, it must make the save multiple times, taking damage from each source.

recharge

D5

Legendary Actions

Legendary Actions (3/Turn)

Abigor can take 3 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. Abigor regains spent legendary actions at the start of its turn.

recharge

3/TURN

Throw Hammer

Abigor makes a Throwing Hammer attack.

Call Thunder (Costs 2 Actions)

Abigor targets a hammer that it can see within 60 feet to let out a thunderous roar. Creatures within a 10-foot-radius sphere centered on the hammer must make a DC 22 Constitution saving throw, taking 26 (4d12) thunder damage on a failed save, or half as much damage on a successful one.

Other data

description