Abyssus is a 20th-level spellcaster. Her innate spellcasting ability is Wisdom (spell save DC 24, +13 to hit with spell attacks). Abyssus can cast the following spells, requiring no material components.
Unbound. Abyssus has advantage on checks made to grapple a creature, resist being grappled, or escape a grapple. She is also unimpeded by rough terrain produced by spells. Legendary Resistance (3/day). If abyssus fails a saving throw, she can choose to succeed instead. Magic Resistance. Abyssus has advantage on saving throws against spells and other magical effects. Magic Weapons. Abyssus' weapon attacks are magical.
Multiattack. Abyssus makes two chain strike attacks. Chain Strik. Melee weapon attack: +13 to hit, 10 ft., one target. Hit: 20 4d6+6 bludgeoning damage. Paralyzing Touch. Melee weapon attack: +13 to hit, 5 ft., one target. Hit: 10 3d6 cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Warden's Strike. Abyssus makes a chain strike attack and casts ensnaring strike. Will of the Jailer (costs 1 action). Abyssus casts produce flame and may make a ranged attack using the spell. Presence of the Imprisoner (costs 3 actions). Each creature of abyssus’s choice within 120 feet that is aware of her must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature may repeat the saving throw at the beginning of each of their turns, ending the effect on a success. These saving throws are made at disadvantage if the creature can directly see abyssus. A creature that succeeds on their saving throw, or on which the effect ends, may not be targeted using this ability for 24 hours. The Sin and the Sentence (costs 3 actions). Abyssus selects one creature she can see within 120 feet. The creature must succeed on a DC 18 constitution saving throw or suffer the following effects: Abyssus condemns the creature for a sin they have committed, and the creature takes 12 (2d8+8) psychic damage. The creature then receives a penalty to the stat related to the sin. For example, abuse of power affects strength, arcane sins affect your spellcasting stat, social sins such as cheating affect your charisma, and so on. These sins are based on the tenants put forth by the gods or the personal rules of the target creature. The penalty is equal to the creatures proficiency bonus. The creature may repeat its saving throw once every hour and is freed from the effect on a success. Otherwise, the effect expires naturally after 12 hours, if abyssus dispels the ability, is rendered inert, or is killed. A creature may not be targeted by this ability for 24 hours after being affected, regardless of wether or not it succeeded on the initial or later saving throws. This ability gives abyssus limited information about a creature that fails its saving throw: she learns one or more sins the creature has committed (DM’s choice for what sins are learned and how many), their general moral code (if they have one), and their religion (if they are part of one).
Abyssus' sanctum in Karzanza is a sprawling room lit by bright flames. There are a variety of arcane glyphs that present information to her, and several tables, some of which have torture equipment on them. The room is made of stone, and the floor has been burnished by her footsteps.
Comments