Large fiend, lawful evil
- Armor Class
- 22 (natural armor)
- Hit Points
- 337 (27d10 + 189)
- Speed
- 30 ft.
- Challenge
- 22 (41,000 XP)
- Saving Throws
- Int +12, Str +15
- Skills
- History +12, Insight +10, Survival +10, Athletics +22, Perception +10, Intimidation +17
- Damage Resistances
- cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Damage Immunities
- fire; poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft., passive Perception 20
- Languages
- Celestial, Common, Draconic, Infernal, telepathy 120 ft.
Traits
Magical darkness doesn't impede Abigor's darkvision.
Abigor has advantage on saving throws against spells and other magical effects.
Actions
Abigor makes four attacks using its Warhammer, Throwing Hammer, or a combination of the two.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) thunder damage.
Ranged Weapon Attack: +15 to hit, range 30/60 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) thunder damage. Hammers thrown this way fall and stick into the ground after hitting their target and a new hammer appears in Abigor's hand.
Abigor causes all its hammers left on the battlefield to bristle with thunderous energy, exploding outwards with a roar. All creatures within a 10-foot-radius sphere centered on each hammer must make a DC 22 Constitution saving throw. Targets take 26 (4d12) thunder damage on a failed save, or half as much damage on a successful one. If a creature is within multiple spheres, it must make the save multiple times, taking damage from each source.
Legendary Actions
Abigor makes a Throwing Hammer attack.
Abigor targets a hammer that it can see within 60 feet to let out a thunderous roar. Creatures within a 10-foot-radius sphere centered on the hammer must make a DC 22 Constitution saving throw, taking 26 (4d12) thunder damage on a failed save, or half as much damage on a successful one.