Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) piercing damage.
Action
Mace
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage plus 22 (5d8) thunder damage, and the target must make a DC 23 Constitution saving throw, being stunned until the end of its next turn and deafened for one hour on a failure, or just stunned on a successful save.
Action
Multiattack
Ammon makes one Bite attack and two Mace attacks.
Legendary Action
Call the Hounds (costs 2 actions)
Ammon summons 2d4 hell hounds to his side to fight as his allies.
Legendary Action
Fiendish Recovery (costs 2 actions)
Ammon recovers 50 hit points and ends one condition effecting him.
Legendary Action
Swing Around
Ammon makes a Mace attack.
Legendary Action
Thundersmash
Ammon strikes the ground with his mace. All creatures within a 20-foot cube centered on Ammon must make a DC 24 Strength saving throw, taking 27 (6d8) thunder damage and being pushed to the edge of the area of effect on a failure, or taking half as much damage and not being pushed on a success.
Special
At will
animate dead, bane, charm monster, detect evil and good, detect thoughts, fireball, fly, geas, magic circle, polymorph, suggestion, symbol, teleport, tongues, wall of ice
Special
Devil's Sight
Magical darkness doesn't impede Ammon's darkvision.
Special
Fear gaze
When a creature that can see Ammon's eyes starts its turn within 30 feet of him, Ammon can force it to make a DC 20 Wisdom saving throw if Ammon isn't incapacitated and can see the creature. On a failure, the creature is frightened for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Ammon until the start of its next turn, when it can avert its eyes again. If the creature looks at Ammon in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on Ammon are done at disadvantage.
Special
Innate Spellcasting
Ammon's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can cast the following spells, requiring no material components:
Special
Legendary Resistance (3/day)
If Ammon fails a saving throw, he can choose to succeed instead.
Special
Magic Resistance
Ammon has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
Ammon's weapon attacks are magical.
Special
Regeneration
Ammon regains 15 hit points at the start of his turn. If Ammon takes damage from a silvered weapon, this trait doesn't function at the start of Ammon's next turn. Ammon is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.