Amphibious. Asher can breathe air and water.
Legendary Resistance (3/Day). If Asher fails a saving throw, he can choose to succeed instead.
Spellcasting. Asher is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Asher has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): absorb elements, magic missile, shield, silent image
2nd level (3 slots): blindness/deafness, darkness, mirror image, tasha's mind whip
3rd level (3 slots): counterspell, dispel magic, fireball, haste
4th level (3 slots): banishment, blight, confusion, dimension door
5th level (3 slots): bigby's hand, scrying, wall of force
6th level (2 slots): chain lightning, disintegrate, globe of invulnerability, true seeing
7th level (2 slots): crown of stars, finger of death, teleport
8th level (2 slots): antimagic field, illusory dragon, dominate monster
9th level (2 slots): meteor swarm, true polymorph
Darkness of the Dragon (Mythic Trait; Recharges after a Short or Long Rest). When Asher is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, the damage creates cracks in his scales, revealing his soul anchors. Asher has three soul anchors: one on his chest, one on his back, and one at the base of his tail. An anchor has an AC of 22 and 75 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the scales heal, any destroyed soul anchors regenerate, and the they are covered again. Asher dies when all the soul anchors are destroyed.
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 21 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, 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 dragon's Frightful Presence for
the next 24 hours.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 10) piercing damage plus 10 (3d6) poison
damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
Poison Breath (Recharge 4–6). The dragon exhales poisonous
gas in a 90- -foot cone. Each creature in that area must make a
DC 23 Constitution saving throw, taking 77 (22d6) poison
damage on a failed save, or half as much damage on a
successful one.
Asher 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. Asher regains spent legendary actions at the start of his turn.
Detect. Asher makes a Wisdom (Perception) check.
Tail Attack. Asher makes a tail attack.
Cast Spell. Asher casts a spell of 3rd level or lower.
Wing Attack (Costs 2 Actions). Asher beats his wings. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. (Asher loses this ability after his Mythic Action has been used)
Spell Ward (Costs 2 Actions). Asher expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot.
If Asher's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Darkness of the Dragon.
Rampage. Asher makes two attacks: one with its tail
and one with its claw.
Numbing Claws. Asher makes two attacks with his claws. If
both attacks hit the same creature, it takes an extra 7 (2d6)
poison damage and must succeed on a DC 18 Constitution
saving throw or become paralyzed until the start of his next
turn.
Description
The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
While most green dragons can be found in taiga and swamp regions of the world, Asher rejected that calling, either due to personal preference or more accurately the apocalypse happening around him. He found himself trapped within the City of Sand, the last safe haven in a world turning to a inhospital cursed desert. Seeking his own survival above all else, he worked out a deal with the ruling nobility, that he and he alone could rule, run, and control the sewer systems of the new city, in exchange for food and being left alone. Within the several hundred years of this arrangement, many of the original nobles who made the deal, passed to age and slowly the agreement became more in Asher's favor, until he himself, ended up as one of the top of ruling class. This carried on until the eventual loss of the city, and the birth of the new world.
Asher made himself involved within the creation of the new world, indispensably. Even at the hatred of the others involved, he was blessed by the goddess of magic herself, to rule as king of the new world. As his counterpart in this, the last remaining metallic dragon from the City of Sands, a silver dragon named Saheeli, was bestowed the honor of becoming the new platinum dragon, the new Bahamut.
Asher ruled as king, growing his hoard to unimaginable levels, while promoting and expanding his use of magic, until one day, he truly stepped too far. He committed a magical taboo, bringing the wrath of the remaining powerful entities down upon him, causing his own demise.
Lair and Lair Actions
When fighting inside its lair, Asher Farlight can invoke the ambient magic to take lair actions.
Lair Actions
On initiative count 20 (losing initiative ties), Asher takes a lair action to cause one of the following effects:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
- Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
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