b'Abaddon, Supreme Adjudicator \n'b'  Family:   Mythic  \n'b' Huge mythic fiend ( devil ),  lawful evil  \n'b'  Armor Class  25 (natural armor)  Hit Points  1,701 (126d12 + 882)  Speed  0 ft.\n'b' STATS STR: 22 (+6) DEX:  5 (-3)  CON:  24 (+7)  INT:  28 (+9)  WIS:  33 (+11)  CHA:  24 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +15,  Dex  +6,  Con  +16,  Int  +18,  Wis  +20,  Cha  +15  Skills   Arcana  +18,  History  +18,  Insight  +20,  Intimidation  +16,  Investigation  +26,  Perception  +20  Damage Resistances  cold  Damage Immunities  fire, poison; bludgeoning, piercing, and slashing damage from non-Epic creatures  Condition Immunities   charmed ,  frightened ,  prone   Senses  truesight 120 ft., passive  Perception  30  Languages  Infernal, telepathy 120 ft.  Challenge  Mythic 4 when fighting with Astaroth \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . Abaddon\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 28, +20 to hit with spell attacks). Abaddon automatically succeeds on  Constitution  saving throws to maintain concentration on his spells. He can innately cast the following spells using his book of hellish law, Malleus, as a spellcasting focus: At will (cast as a 7th-level spell):  fireball , hellish rebuke,  wall of fire  \n'b'  5/day :  feeblemind ,  gate ,  meteor swarm  \n'b'  3/day (cast as a tier 2 Epic spell) : hideous mandate, storm of torment, wave of calamity \n'b'  1/day (cast as a tier 3 Epic spell) : crown of vermin \n'b'  Lord of the Court (5/Day) . When Abaddon fails a saving throw, he can choose to succeed instead. If Abaddon succeeds on a saving throw in this manner and suffers an effect on a success, he instead suffers no effect. \n'b'  Magic Immunity . Abaddon is immune to the effects of non-Epic spells cast by creatures suffering from the guilty condition. Master Adjudicator. When Abaddon attempts an  Intelligence ,  Wisdom , or  Charisma  ability check and rolls a 14 or lower, he instead rolls a 15. Additionally, Abaddon always rolls a 20 on  Wisdom  ( Insight ) checks. The Guilty Will Suffer. Many of Abaddon\xe2\x80\x99s  actions  can cause a target to become guilty in the eyes of the court. This is a special condition that can only be removed by the methods detailed here. When a creature fails a saving throw against Abaddon, it can choose to automatically succeed instead. If it does so, it gains the guilty condition. A creature suffering from the guilty condition cannot benefit from this effect. The details of the guilty condition follow. A creature can remove the guilty condition gained from Abaddon by taking no  actions  and spending no movement on its turn. A creature instead spends that time begging for forgiveness from a higher power and may attempt a DC 20  Charisma  ( Deception ) or  Charisma  ( Persuasion ) ability check, ending the condition on a success. \n'b'\n'b' MYTHIC ACTIONS \n'b' On  initiative  count 20 (losing  initiative  ties), Abaddon takes a mythic action to cause one of the following effects. Abaddon can\xe2\x80\x99t use the same effect twice in a row. \n'b'\n'b'  Command Astaroth . Astaroth immediately takes a turn. If Astaroth is dead when Abaddon takes this action, it is restored to life at full  hit points , appearing in an unoccupied space Abaddon can see within 30 feet of him. This is a Deific effect. \n'b'  Incarcerate . Abaddon targets a Huge or smaller guilty creature he can see, imprisoning the target within a cube-shaped cage of hellfire. The cage is up to 15 feet tall and is made from half-inch-diameter bars spaced half an inch apart. A guilty creature completely inside the cage takes 16 (3d10) fire damage and 16 (3d10) vile damage at the start of each of its turns, and it is prevented from leaving the cage by any physical or magical means. If a creature inside the cage is not guilty at the start of its turn, the cage vanishes. \n'b'  Wages of Sin . Each creature in combat with Abaddon must succeed on a DC 28  Wisdom  saving throw or take 90 (20d8) points of psychic damage, or half as much on a success. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Abaddon makes a single  attack  and casts a non-Epic spell. \n'b'  Condemnation .  Melee Weapon Attack : +15 to hit, reach 5 ft., one creature.  Hit : 32 (4d12 + 6) bludgeoning damage and the target becomes guilty. If the target is already guilty, it must succeed on a DC 24  Constitution  saving throw or be knocked  unconscious  until the end of its next turn. Contempt of the Court. Melee or Ranged Spell  Attack : +20 to hit, reach 5 ft. or range 300 ft., one creature.  Hit : 14 (4d6) fire damage and 14 (4d6) psychic damage and Abaddon can choose to channel this  attack  against that creature for as long as he has a free hand and the target remains within range of the  attack . Each time Abaddon makes this  attack  while channeling and misses, he instead hits. Each time Abaddon hits a creature against which he has channeled this  attack , the damage of the  attack  increases by 7 (2d6) fire damage and 7 (2d6) psychic damage, to a maximum of 140 (40d6) fire damage and 140 (40d6) psychic damage. This extra damage is lost when the channel ends. \n'b'  Final Verdict (Recharge 6) . Each creature of Abaddon\xe2\x80\x99s choice within 1 mile of him is guilty, and Abaddon\xe2\x80\x99s allies within the area immediately become aware of affected creatures\xe2\x80\x99 exact locations. \n'b'  Request a Recess (Recharge 5\xe2\x80\x936) . Abaddon emits a pulse of powerful Epic antimagic in a 30-foot radius centered on himself. Each Epic spell and magical effect of tier 2 or lower in the area ends, along with the effects of all non-Epic spells and non-Epic magical effects in the area. If Abaddon would be prevented from taking this action by any means, he can instead take this action. \n'b'\n'b' LEGENDARY Actions \n'b' Abaddon 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\xe2\x80\x99s turn. Abaddon regains spent legendary actions at the start of each of his turns. \n'b'\n'b'  Cast a Spell . Abaddon casts a non-Epic spell. \n'b'  Cast an Epic Spell (Costs 3 Actions) . Abaddon casts an Epic spell. Courtroom Privileges. Abaddon magically teleports to an unoccupied space he can see within 100 ft., and Astaroth may move up to its speed. Cross Examination. A creature Abaddon can see within 300 ft. of him must succeed on a DC 28  Charisma  saving throw or become guilty. \n'b'  Judgement . Abaddon makes a single  attack , or he commands Astaroth to take a  reaction  and make a single  attack .'