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Abyssus, The Imprisoner

Archdevil of Maladomini (a.k.a. The Jailer, Chain Warden, Warden)

Divine Symbols & Sigils

A horn wrapped in chain.

Physical Description

Body Features

Abyssus is a towering figure, appearing to be a hell-forged suit of armor possessed by violet flames. The flame is the raw form of her essence, which flares out of the gaps and seemingly haunts the suit. attached to the armor are several lengths of chain which she uses to restrain and attack her quarries.

Special abilities

Pyromancy, telepathy, ability to peer into the soul of another being, innate knowledge of the means by which a being she sees could be permanently restrained or imprisoned.

Mental characteristics

Gender Identity

Female

Sexuality

Asexual

Accomplishments & Achievements

Ascension to Archdevil

Intellectual Characteristics

Calm, Empowered, Apathetic, Inure, Austere

Morality & Philosophy

Her only care is that law be upheld. She has no sympathy for other beings.

Personality Characteristics

Motivation

To serve as warden of Hell. She has no other desires.

Social

Contacts & Relations

She follows Asmodeus' orders with little argument.

Social Aptitude

Completely uncaring and generally dismissive of others. She makes sure to speak as little as possible and keep conversations short so she doesn't have to interact with others.
Divine Classification
Archdevil
Religions
Alignment
Lawful Evil
Honorary & Occupational Titles
Archdevil of Maladomini, Warden of Hell
Children
Current Residence
Karzanza
Height
30 feet.
Weight
2,000 lbs. (1 ton)
Known Languages
All

Abyssus, The Imprisoner

Huge fiend (archdevil), lawful evil
Armor Class 19 (natural armor)
Hit Points 304 32d10+128
Speed 40ft

STR
22 +6
DEX
17 +3
CON
24 +7
INT
20 +5
WIS
23 +6
CHA
20 +5

Saving Throws Constitution
Skills Insight +5, Intimidation +5
Damage Resistances cold, lightning
Damage Immunities fire, poison, necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities charmed, frightened, exhaustion, restrained, poisoned
Senses truesight 120 ft., blindsense 60 ft., passive perception 22
Languages All
Challenge 25

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.

At will: detect magic, produce flame, ensnaring strike

1/day: investiture of flame

2/day: imprisonment

3/day: fire shield, hold person, maximilian's earthen grasp, aganazzar's scorcher


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.


Actions

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.


 

Legendary Actions

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.


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