O Grande Inferno dos Seis Males
Izrail, The Lord of Fire
Izrail's spellcasting ability is Charisma (spell save DC 22). Izrail can innately cast the following spells, requiring no material components
Ignis' Avatar. Any creature that starts its turn within 30 feet of Izrail takes 10 (3d6) fire damage and must make a DC 24 Constitution saving throw or any resistance to fire it has fades. Fire Icarnate. Whenever Izrail takes fire damage, he heals for that amount instead. Whenever a creature is reduced to 0 hit points by fire damage caused by Izrail, it's Soul is burned instantly and lost forever. It cannot be ressurected by any means short of a wish spell. Legendary Resistance (2/day). When Izrail fails a saving throw, he can choose to succeed instead. Fear Aura. Any creature hostile to Izrail that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Izrail is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Izrail's Fear Aura for the next 24 hours. Magic Resistance. Izrail has advantage on saving throws against spells and other magical effects. Magic Weapons. Izrail's weapon attacks are magical.
Actions
Multiattack. Izrail makes four attacks: one with its bite,two with its claw, and one with its tail. Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage plus 10 (3d6) fire damage. Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage.
Legendary Actions
Izrail, the Lord of Fire can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Izrail regains spent legendary actions at the start of its turn. Attack. Izrail makes a claw attack. Move. Izrail moves up to half its speed. Cast Spell. Izrail casts a spell from its list of prepared spells, using a spell slot as normal.
Izrail is one of the Lords of Hell, having control over fire and continuously burning the souls of those who are unfortunate enough to be imprisoned in his layer after death to feed the eternal flames of despair he lives in. He is an extremely powerful being, one of the most powerful rulers of Hell. He takes advantage of the flames he can create to heal himself constantly, making the task of defeating him nigh impossible. The air around him is always burning, his mere proximity can ignite the weak and destroy their souls in an instant. The flames created by his body are so strong they can even burn magic to ashes, taking away from adventurers their means of protection from his wrath. He is a prideful creature, and will mercilessly destroy those who oppose him, not afraid of putting himself in an unfavorable position, even enjoying the thrill of a challenge (something he very rarely has the opportunity to enjoy). If Izrail is between you and your goals, you better think twice before getting into conflict with him. After all, should you come worse out of the confrontation, not even your soul will survive his flames. Only eternal oblivion awaits those who are foolish enough to face Izrail, the Lord of Fire.
Asteraoth, The Lord of Madness
Innate Spellcasting. Asteraoth's spellcasting ability is Intelligence (spell save DC 24). Asteraoth can innately cast the following spells, requiring no material components
Insanis' Avatar. Any creature hostile to Asteraoth that starts its turn within 20 feet of him or a creature subjected to his telepathic communication must make a DC 24 Intelligence saving throw, unless Asteraoth is incapacitated. On a failed save, the creature starts losing its mind. Roll an effect on the short-termed madness table (DMG pg. 259). If the creature fails another saving throw while still affected by that effect, madness starts to root itself into its mind. Roll on the long-termed madness table (DMG pg. 260) to determine the effect to replace the previous one. If the creature fails another saving throw while still affected by this effect, madness is fully incorporated into its personality. Roll on the indefinite madness table (DMG pg. 260) to determine which flaw the creature develops to override its long-term madness. If that creature fails another saving throw while still affected by the new flaw, its mind breaks apart. Its Intelligence becomes 0 and the target is stunned until it regains at least one Intelligence point. Legendary Resistance (2/day). If Asteraoth fails a saving throw, he can choose to succeed instead. Magic Resistance. Asteraoth has advantage on saving throws against spells and other magical effects. Magic Weapons. Asteraoth's weapon attacks are magical.
Actions
Multiattack. Asteraoth makes three attacks: one with its bite, one with its claw, and one with its tail. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) slashing damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage.
Legendary Actions
Asteraoth, Lord of Madness, can take 2 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. Asteraoth regains spent legendary actions at the start of his turn. Attack. Asteraoth makes a bite, claw or tail attack. Teleport (Costs 2 Actions). Asteraoth magically teleports, along with any equipment it is currently wearing or carrying, or anything he is holding or creature he is grappling, up to 120 feet to an unoccupied space he can see. Cast a Spell (Costs 2 Actions). Asteraoth casts a spell from the list of spell available to him that has a casting time of 1 action.
Asteraoth, Lord of Madness, is the ruler of one of the layers of Hell. His mind is warped and chaotic, and his very physical being became a manifestation of the madness within. He is a completely unpredictable being, behaving in ways that seem completely random. His only purpose is to bring madness and feed off of the sanity he removes from his victims. Not quite a powerful being in close quarters, Asteraoth is a scheming and manipulative creature. He will warp the terrain, change forms, change the appearance of not only himself, but those who face him, invoke illusions, and so forth in order to completely deprave his foes of any sense of order and reason. The proximity of Asteraoth causes his spilling madness to effect those around him, and the touch of his mind by telepathic means can permanently damage most mortals. Facing Asteraoth means risking more than just your life. It means putting your mind through strains it might not come out of unscathed. If you cross paths with this being, or intend to face him directly, be as prepared as you can. His actions and behavior are completely unpredictable. He is just as likely to attack and kill as he is to just ignore or even help. And just as quickly, he might shift his behavior completely. His insanity is not one that a mortal mind can grasp, after all.
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