Asamotep, the Vermin Supreme

Description:

Asamotep, the Vermin Supreme
Medium Aberration, Neutral Evil
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AC 23
HP 315(30d8+180)
Speed 30 ft.
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STR DEX CON INT WIS CHA
25 24 22 21 15 10
+7 +7 +6 +5 +2 +0
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Saving Throws dex 14
Skills Perception +10, Arcana +13, Religion +13, Insight +10, Persuasion +8
Damage Resistances bludgeoning, piercing, slashing
Damage immunities lightning, poison
Condition Immunities charmed, grappled, prone, paralyzed, petrified, poisoned, restrained
Senses Blindsight 100 ft., passive Perception 12
Languages Tongues, telepathy 60 ft.
Challenge 23
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Legendary Resistance (3/day)- If Asamotep fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. Asamotep is a 20th level spellcaster, its spellcasting ability is
Intelligence (spell save DC 8+5int+8). Asamotep can
cast the following spells requiring no material components:

Constant- Tongues
Cantrips (At Will)— Blade Ward, Eldritch Blast, Fire Bolt, Minor Illusion, Poison Spray, True Strike.
1st Level (4 slots)—
2nd Level (3 slots)— Animal Messenger
3rd Level (3 slots)— Enlarge/Reduce, Conjure Vermin,
4th Level (3 slots)—
5th Level (3 slots)— Insect Plague
6th Level (2 slots)—
7th Level (2 slots)— Plane Shift, Teleportation
8th Level (1 slots)— Animal Shapes, Antimagic Field
9th Level (1 slots)— Wish (others only)

Enlarge (vermin), Animal Messenger (vermin), Animal Trance (vermin),
colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and
from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin),
conujure vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and Vermin

Magic Resistance. Asamotep has advantage on saving throws against spells and other magical effects.
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Multiattack. Asamotep can use it’s Frightful Prescence. It can make two Slam attacks.

Slam. Melee Weapon Attack: 15 to hit, reach 5ft., one creature. Hit: 13 (1d107) Bludgeoning.

Engulf. Asamotep may attempt to grapple an opponent who is no more than one size category larger
than itself (escape DC 16). If it succeeds, the victim is immediately swallowed up and surrounded
by a mass of vermin, taking 99 (18d10) psychic damage at the beginning of each of its turns.

Frightful Presence. Each creature of Asamotep’s choice choice within 60 feet of it and can see it
must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, with disadvantage if Asamotep is
within line of sight, ending the effect on itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune to the Asamotep’s Frightful Presence
for the next 24 hours.

Discorporate. If gravely threatened, Asamotep can discorporate as a bonus action, simply falling into
a pile of individual vermin that slither quickly away. So long as any of the component vermin
survive, they can breed and create a new body to house the wizard’s intelligence and personality.
Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently
than other vermin. Also, Asamotep stands a good chance of losing all its equipment. However,
discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away,
and so provide for the Asamotep’s continued existence.

Bio:

Once the son of a Lord of Uthar, Ali Sabbah was cast aside by his father for being weak. He took to the streets to live a thief’s life, but found he was quick nor dexterous enough to avoid getting caught. He was shunned by his family, beaten and sent to prison, until his father came to bail him out. “Leave this city, you are a disgrace to our family name.” The Lord said to his oldest son. Ali ventured out into the savage wilds, but happened upon a pack of Gnolls, luckily he was saved by a hooded sage in a black robe. The old man took him to his tower, and there he sheltered him and taught him the ways of dark magic. Seduced by the promise of immortality and great power, Ali took after the old man’s cold, nihilistic view on life. Ali grew dark, and one night, left the sage to find his own path.
Years later, Ali had taken a new name, a slight change to spite his father. Asamotep grew a following and many disciples through demonstration of miracles through necromancy, and great magical might. Asamotep was now a man, but not only did he seek the secret to immortality, he also sought vengeance on his father’s mistreatment, no, the world’s mistreatment. For forty days and forty nights he researched a dark ritual, that would resurrect him as an immortal being, perhaps even rising to godhood. He gathered his disciples and marched on Uthar. After many long years, his father, now the ruler of Uthar, did not recognize the man Ali had become. After a long day’s battle, he marched into his father’s council room, looked him into his eyes, and ripped his heart from his body. But Asamotep’s boodlust did not end there; to complete the ritual to immortality, he needed sacrifices. He prepared the room for the eldritch rite, called in his disciples, and slew them all with his powerful magics. Then he killed himself.

Weeks later, the city of Uthar had fallen into a state of anarchy, they had no ruler, and there was a string of explainable murders. Criminals ran wild, and fanatics heralded the arrival of a new god, one as cold as he was cruel. Asamotep rose from his death-slumber. He wasn’t one, but many. He stretched his worm-appendages out to the sky, and in a puff of smoke, he vanished.

Asamotep, the Vermin Supreme

Raiders of The Far East mortecai4