Adrammelech, the Wroth (5e Creature)

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Adrammelech, the Wroth[edit]

Huge fiend (lucavi), chaotic evil


Armor Class 19 (natural)
Hit Points 324 (24d12+168)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
27 (+8) 19 (+4) 24 (+7) 17 (+3) 18 (+4) 20 (+5)

Saving Throws Str +15, Cha +12
Skills History +10, Insight +11, Perception +11, Religion +10
Damage Resistances thunder, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities lightning
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, sleep
Senses truesight 120 ft.; passive Perception 21
Languages abyssal, celestial, infernal; telepathy 100 ft.
Challenge 23 (50,000 XP)


Legendary Resistance (3/Day). If Adrammelech the Wroth fails a saving throw, he can choose to succeed instead.

Magic Resistance. Adrammelech has advantage on saving throws against spells and other magical effects.

Lightning Body. A creature that touches Adrammelech the Wroth or hits him within a melee attack while within 10 feet of him takes 6 (2d10) lightning damage.

Shocking Weapons. Adrammelech’s natural weapons are magical. On a hit, they inflict an extra 4d8 lightning damage as shown in the entries below.

Siege Monster. Adrammelech’s attacks deal double damage against objects and structures.

ACTIONS

Multiattack. Adrammelech makes two claw attacks.

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 8) slashing damage and 18 (4d8) lightning damage.

Fist of Thunder and Lightning. Melee Spell Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (5d10) lightning damage and 27 (5d10) thunder damage, and the target must make a DC 20 Constitution saving throw or be blinded and deafened until the end of its next turn.

Flash Arc (Recharge 5-6). Adrammelech hurls a bolt of lightning at a creature he can see within 120 feet. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. Each target must make a DC 20 Dexterity saving throw; on a failed save, they take 45 (10d8) lightning damage and are paralyzed for 1 minute. On a successful save, they take half as much damage and are not paralyzed.

Thunderclap (Recharge 5-6). Adrammelech claps his hands together, creating a deafening blast of sound and concussive force. Each creature within a 30-foot radius of Adrammelech must make a DC 20 Constitution saving throw, taking 44 (8d10) thunder damage on a failed save, or half as much on a successful one. The sound created by this ability is audible to a distance of 300 feet.

Judgment Bolt (1/Day). Adrammelech calls down a bolt of divine lightning at a point within 120 feet of him that he can see, where it explodes in a powerful electrical discharge. All creatures within 60 feet of that point must make a DC 20 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

The Adrammelech the Wroth 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. The Adrammelech the Wroth regains spent legendary actions at the start of its turn.

Rake. Adrammelech makes a claw attack.

Backhand (Costs 2 Actions). Adrammelech uses Fist of Thunder and Lightning.

Electromagnetics (Costs 3 Actions). Adrammelech polarizes the metal items worn or carried by up to five hostile creatures within 60 feet of him that he can see. Each creature is assigned either a positive or a negative charge. If two creatures with the same charge are within 30 feet of one another, they must make a DC 20 Strength saving throw or immediately be thrown 1d6x10 feet away from each other and be knocked prone. If two creatures with opposite charges are within 30 feet of each other, they must make a DC 20 Strength saving throw or be pulled toward each other, taking 1d6 bludgeoning damage for every 10 feet they travelled before colliding with each other and falling prone.

A charge lasts until the start of the creature's next turn.

Adrammelech-ffxii-battle.png
Source

Adrammelech the Wroth is a powerful fiend and one of the twelve Lucavi, beings who were created to serve the gods but rose up against them in revolt instead. The gods cast the Lucavi down for their transgressions, twisting their once noble forms into hideous mockeries and binding them to magical glyphs that would limit their once-great power.

Wrathful Emperor. It is said that the gods created Adrammelech to be a great leader amongst their warrior-servants, giving him immense strength and a terrifying form that he might inspire fear in the demonic hordes that threatened creation. For a time Adrammelech served admirably, smiting fiends with his thundering fists and drenching himself in their unholy ichor. But in time, his appearance grew more savage, his conduct more feral, and the demons who once fled from him in fear now flocked to him in admiration of his power. Thus did Adrammelech fall, consumed with battle-lust, and thus did he lead the armies of the Abyss against his creators, only to be struck down for his treachery.

Draconic Fiend. Adrammelech is a lean and dragon-like fiend whose bronze scales are encrusted with verdigris. His fingers sport enormous talons and his legs end in cloven hooves. His tail is a crimson plume of horse hair, and his head has the beak of an eagle and the horns, ears, and beard of a goat. Two small wings sprout from his shoulders, their pinions like the blades of brass knives. The reek of ozone follows him wherever he goes, and his entire body crackles with electricity.

Unwilling Servant. Though undeniably powerful, Adrammelech is not free to do as he pleases. When the Lucavi rose up against the gods and were defeated, the gods bound Adrammelech to the Capricorn glyph, a powerful sigil that restricts his movements. He can only manifest on the material plane during the month governed by the Capricorn sign, and only in areas of frequent storms or great magnetic activity. If mortal warriors should encounter and defeat Adrammelech during this time, they will obtain ownership of the Capricorn glyph and Adrammelech will have no choice but to serve them for the remainder of the month.


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