# SATAN: THE ARCHFIEND OF MYTHRIL MOUNTAIN
*"His laughter echoes through the mountain, a sound that heralds despair..."*
## PHYSICAL APPEARANCE
Standing at a truly colossal 15 feet tall, Satan manifests in the magnificent Mythril Mountain realm as a terrifying, awe-inspiring blend of sorcerer and primordial beast. His extraordinary form draws tremendous power from the deepest primal fears while ingeniously incorporating elements that mockingly distort the sacred sorcerous traditions of both the White and Black Star paths.
### Head and Face
- Predominantly pig-like features with a grotesquely fascinating, distorted snout that inspires immediate terror
- The remarkable snout transitions into a gleaming, razor-sharp reptilian beak at its end - more than capable of tearing through the finest armor to reach the flesh beneath
- Magnificent spiral-curved devil horns extend majestically from his temples, twisting in perfect demonic spirals that pulse with an internal fire reflecting his dark emotions
- Luxurious, flowing blonde hair cascades down his broad back and massive shoulders like a golden waterfall of corruption
- A thick, impressive blonde beard covers his lower face, meticulously braided with small bones and glittering mythril trinkets that clink softly as he moves
- Hypnotic eyes that dramatically shift between colors depending on his mood - blood red when enraged, sulfurous yellow when plotting, and occasionally an unsettling void-black when drawing upon his deepest powers
### Body
- Greenish-gray leathery skin with a fascinating texture reminiscent of ancient parchment, occasionally interrupted by patches of coarse, bristling hair
- Massively broad shoulders and a barrel chest of extraordinary proportions, giving him an imposing silhouette that dominates any chamber he occupies
- A corpulent yet powerful build - not extremely fat but sporting a distended belly that suggests gluttonous consumption of both food and souls
- Oversized, magnificent hands with long, gleaming talon-like nails capable of effortlessly rending the strongest armor and the flesh beneath
- Powerful legs ending in massive, thunderous cloven hooves that crack the stone beneath them with each majestic step
- A mesmerizing long, whip-like tail ending in a barbed point that constantly moves of its own accord, seeming to sense approaching threats
### Attire
- An ornate, spectacular sorcerer's cloak in gloriously rich crimson and gold, with intricate black sigils embroidered along all edges that occasionally pulse with sinister light
- The magnificent cloak itself appears gloriously alive, occasionally billowing dramatically against the wind or wrapping protectively around its master when danger threatens
- Dazzling gold and mythril jewelry adorns his massive arms and fingers, each exquisite piece stolen from a conquered realm and radiating its own corrupted magic
- A truly impressive crown-like circlet of blackened mythril sits majestically atop his head, seven small flames perpetually burning around its circumference, each representing a fallen kingdom
- Beneath the cloak, he wears armor of breathtaking craftsmanship fashioned from the bones and skin of fallen heroes, each piece telling the magnificent tale of a champion who tried and failed to defeat him
### Staff of Dual Destruction
Satan's signature weapon magnificently embodies his dual nature as destroyer and corrupter:
- Approximately 7 glorious feet in length, carved from an unknown midnight-black wood that seems to devour light itself
- Upper end culminates in a vicious, spectacularly barbed spear tip that constantly drips with a sizzling venom capable of dissolving both flesh and spirit
- Lower end expands into an ornate sorcerer's focus - a gnarled mass of twisted branches surrounding a pulsing core of corrupted mythril that whispers dark secrets
- The staff is bound with bands of gleaming gold and blood-red leather harvested from creatures beyond mortal comprehension
- Arcane runes spiral around its length, glowing with an unholy light when power is channeled through it, each symbol representing a forbidden spell of tremendous power
## PRESENCE AND DEMEANOR
### Voice and Laughter
- His voice shifts between a deep, rumbling bass that vibrates the very stone around him and a high, mocking tone that pierces the mind
- When amused, his laughter echoes magnificently like Ganon's - "HAH-HAH-HAH-HAAH!" - a booming sound of such terrible power that it causes lesser demons to cower in terror
- His words carry subtle magical influence, making even the most absurd proposals sound tantalizingly reasonable to those without strong will
### Movement
- Despite his impressive size, he moves with unexpected, mesmerizing grace and quickness that defies his massive form
- Often appears to glide rather than walk, his mighty hooves barely touching the ground as if the laws of nature bend to accommodate his passage
- Can dramatically expand his presence to fill an entire chamber or contract to a more humanoid size when it suits his magnificent purposes
- His spectacular cloak moves independently with hypnotic grace, sometimes reaching out like tentacles toward those nearby in a display of terrifying power
### Magical Aura
- A palpable sense of magnificent dread surrounds him at all times, causing even the bravest hearts to quaver
- The air temperature drops noticeably in his presence, often causing frost to form on nearby surfaces despite roaring fires
- Small objects may animate briefly when he passes, dancing in unsettling patterns before falling lifeless once more
- Plants wither and metals gradually tarnish in his vicinity, their life force and purity leeched away by his mere presence
- His shadow sometimes moves independently of his body, reaching toward potential victims with fingers of darkness
## POWERS AND ABILITIES
As the ultimate, magnificent antagonist of the Mythril Mountain campaign, Satan possesses formidable powers that make direct confrontation nearly impossible until heroes have reached the pinnacle of their abilities:
### Magical Mastery
- Commands both gloriously corrupted versions of White Star and Black Star sorcery with effortless skill
- Can counter almost any spell cast in his presence, often redirecting it back at the caster with amplified effect
- Capable of casting multiple spectacular spells simultaneously without apparent effort or fatigue
### Physical Might
- Possesses the extraordinary strength to tear down castle walls with his bare hands as if they were made of parchment
- Virtually immune to non-magical weapons, which shatter or bend upon contact with his magnificent form
- Can survive injuries that would destroy lesser beings, regenerating damaged tissue with terrifying speed
### Psychological Warfare
- Reads fears and desires from the minds of those around him with uncanny precision
- Creates personalized, horrifying illusions to torment and demoralize opponents, drawing from their deepest nightmares
- Offers tempting, magnificent bargains that inevitably lead to corruption and damnation for those foolish enough to accept
### Control Over Slime Beasts
- As the originator of the dreaded Satanic Slime, he maintains a cosmic connection to all its manifestations throughout Vearth
- Can see through the eyes of any Slime Beast in existence, using them as spies and scouts
- Can instantly take control of any sorcerer-created slime construct, turning a wizard's ally into their doom
- Capable of transforming himself into a gigantic, terrifying Slime Beast form when truly threatened
## SATAN'S DOMAIN
Within Mythril Mountain, Satan has established a twisted, magnificent reflection of the surface world:
### The Inverted Spire
Deep beneath the mountain's peak lies Satan's personal sanctum - a massive chamber of breathtaking proportions with a ceiling that mirrors the mountain above, stalactites arranged to form an inverted version of Mythril Mountain itself. The walls pulse with veins of corrupted mythril that serve as both power source and scrying network.
### The Court of Corruption
Satan holds magnificent court surrounded by fallen champions and corrupted sorcerers who now serve as his lieutenants. Each was once a hero who came to defeat him but succumbed to temptation or defeat. Their broken weapons and armor adorn the walls as trophies, while their broken spirits serve eternally.
### The Breeding Pits
Vast chambers where the Satanic Slime is cultivated in bubbling vats of extraordinary size, and experiments to create ever more terrible servants are conducted continuously. The air here is thick with noxious vapors and the screams of failed experiments echo endlessly.
## ROLEPLAYING SATAN
When portraying Satan as a Dungeon Master, consider these spectacular performance elements:
### Speech Patterns
- Eloquent and educated, with occasional archaic phrasing that hints at his ancient origins
- Frequently uses metaphors related to cosmic forces and the fundamental nature of reality
- Addresses heroes by names they've never revealed, demonstrating his omniscience and unnerving them
- Punctuates serious statements with his booming "HAH-HAH-HAH-HAAH!" laugh that shakes the very foundations
### Psychological Tactics
- Always offers a seemingly reasonable alternative to conflict, twisting logic to make surrender appear wise
- Points out the hypocrisy in the "cosmic balance" that both sorcerous paths claim to serve
- Creates doubt by revealing hidden, uncomfortable truths about allies or the world that heroes thought they knew
- Makes predictions that come true with unsettling accuracy, establishing his powers of foresight
### Physical Presence
- Describe how the very air seems to resist the heroes in his presence, becoming thick and difficult to breathe
- Emphasize the way his cloak moves independently, reaching toward characters with sinister purpose
- Note how his staff pulses in rhythm with the heartbeats of those nearby, creating a hypnotic effect
- Mention the subtle ways reality distorts around him - shadows deepening, colors shifting, sounds becoming muffled
## CONFRONTING SATAN
The magnificent Archfiend cannot be permanently defeated through conventional means. A successful campaign might end with:
### Banishment
Using ancient Questauian rituals to bind Satan to another realm for a millennium, requiring rare components and precise execution.
### Sealing
Finding and activating the mythril seals that once contained his power, scattered throughout the world and guarded by powerful servants.
### Redemption
The most difficult path - discovering the forgotten truth of Satan's origins and helping him remember his purpose before corruption, a task requiring compassion as much as strength.
### Cosmic Reset
Triggering a cataclysmic event within Mythril Mountain that rebalances the cosmic forces, temporarily neutralizing Satan's power in this realm but with far-reaching consequences.
## SATAN'S TRUE PURPOSE
Known only to the oldest Questauians and perhaps suspected by the Grand Master of Flowers, Satan's existence serves a cosmic purpose even he has forgotten - he is the necessary counterweight to creation, the embodiment of entropy that prevents stagnation. In the most ancient texts, he is referred to not as an evil to be destroyed but as a force to be contained and channeled.
## COMBAT STATISTICS
### SATAN, ARCHFIEND OF MYTHRIL MOUNTAIN
*Gargantuan fiend (devil), lawful evil*
**Armor Class** 22 (natural armor)
**Hit Points** 666 (44d20 + 220)
**Speed** 60 ft., fly 90 ft.
| STR | DEX | CON | INT | WIS | CHA |
|:---:|:---:|:---:|:---:|:---:|:---:|
| 30 (+10) | 24 (+7) | 30 (+10) | 30 (+10) | 26 (+8) | 30 (+10) |
**Saving Throws** Str +18, Dex +15, Con +18, Int +18, Wis +16, Cha +18
**Skills** Arcana +26, Deception +26, Insight +24, Intimidation +26, Perception +24, Persuasion +26
**Damage Resistances** cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities** fire, poison
**Condition Immunities** charmed, exhaustion, frightened, poisoned
**Senses** truesight 120 ft., passive Perception 34
**Languages** all, telepathy 120 ft.
**Challenge** 30 (155,000 XP)
***Legendary Resistance (5/Day).*** If Satan fails a saving throw, he can choose to succeed instead.
***Magic Resistance.*** Satan has advantage on saving throws against spells and other magical effects.
***Innate Spellcasting.*** Satan's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
*At will:* detect magic, fireball, hold monster, teleport
*3/day each:* chain lightning, wall of fire, wall of force
*1/day each:* imprisonment, meteor swarm, power word kill, time stop
***Dual Magical Nature.*** Satan combines both corrupted White Star and Black Star magic. When he casts a spell, he can choose to have it deal an additional 10d6 necrotic damage or 10d6 radiant damage.
***Lord of Slime.*** Satan can use an action to take control of any ooze or slime creature within 120 feet of him. The creature must succeed on a DC 26 Wisdom saving throw or fall under Satan's control for 24 hours.
***Regeneration.*** Satan regains 30 hit points at the start of his turn. If he takes radiant damage from a blessed mythril weapon, this trait doesn't function at the start of his next turn.
### ACTIONS
***Multiattack.*** Satan makes three attacks: two with his claws and one with his Staff of Dual Destruction.
***Claw.*** *Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 23 (4d6 + 10) slashing damage plus 10 (3d6) necrotic damage.
***Staff of Dual Destruction.*** *Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 32 (4d10 + 10) magical bludgeoning damage plus 21 (6d6) necrotic damage. The target must succeed on a DC 26 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 21 (6d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Corrupting Gaze (Recharge 5-6).*** Satan targets one creature he can see within 120 feet of him. The target must succeed on a DC 26 Wisdom saving throw or take 55 (10d10) psychic damage and be stunned until the end of Satan's next turn. If the target fails the saving throw by 5 or more, it also gains one level of exhaustion.
***Dominate (1/Day).*** Satan targets one humanoid he can see within 60 feet of him. The target must succeed on a DC 26 Wisdom saving throw or be magically charmed by Satan for 24 hours. The charmed target obeys Satan's spoken commands. If the target suffers any harm from Satan or his allies, or if Satan commands the target to perform an action against its nature, the target can repeat the saving throw, ending the effect on itself on a success.
### LEGENDARY ACTIONS
Satan 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. Satan regains spent legendary actions at the start of his turn.
***Attack.*** Satan makes one claw attack.
***Cast Spell (Costs 2 Actions).*** Satan casts one of his at-will spells.
***Teleport.*** Satan magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
***Staff Strike (Costs 2 Actions).*** Satan makes one attack with his Staff of Dual Destruction.
***Slime Form (Costs 3 Actions).*** Satan transforms into a Huge slime creature or back into his original form. While in slime form, Satan can move through a space as narrow as 1 inch wide without squeezing, and he has resistance to all damage except force and radiant damage. Any equipment Satan wears or carries is absorbed into the slime.
### LAIR ACTIONS
On initiative count 20 (losing initiative ties), Satan can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
- Satan causes the ground in a 20-foot radius around a point he can see within 120 feet of him to become difficult terrain until initiative count 20 on the next round.
- Walls in the lair sprout grasping skeletal arms. Each creature of Satan's choice within 5 feet of any wall must succeed on a DC 26 Dexterity saving throw or be grappled (escape DC 26).
- Satan causes a tremor to ripple through the lair. Each creature on the ground must succeed on a DC 26 Dexterity saving throw or be knocked prone.
- Satan wills a surge of corrupted mythril energy to burst from a point he can see within 120 feet of him. Each creature within 20 feet of that point must succeed on a DC 26 Constitution saving throw or take 36 (8d8) force damage and be unable to take reactions until the end of its next turn.
### REGIONAL EFFECTS
The region containing Satan's lair is warped by his magic, creating one or more of the following effects:
- The area within 10 miles of the lair is under the effect of an unhallow spell.
- Bodies of water within 1 mile of the lair stagnate, becoming thick and slime-filled.
- Creatures of Satan's choice that start their turn within 1 mile of the lair are subjected to Satan's telepathic whispers, hearing tempting promises if they are good or evil commands if they are evil.
If Satan dies, these effects fade over the course of 1d10 days.