Fearsome Presence. Any non-fae creature that starts its turn within 60 feet of Asharlon must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of Asharlon 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 any eladrin’s Fearsome Presence for the next 24 hours.
Heated Body. A creature that touches Asharlon or hits it with a melee attack while within 5 feet of him takes 11 (2d10) fire damage.
Heated Weapons. Any metal melee weapon Asharlon wields deals an extra 6 (1d10) fire damage on a hit (included in the attack).
Flame Adept: Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2
Adamant resolve: Asharlon is immune to Critical Hits
Fey Step (Recharge 4–6). As a bonus action, Asharlon can teleport up to 30 feet to an unoccupied space it can see.
Magic Resistance. Asharlon has advantage on saving throws against spells and other magical effects
Great Weaon Mastery:
- On Asharlon's turn, when he scores a critical hit with a melee weapon or reduce a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action.
- Before Asharlon makes a melee attack with a heavy weapon that he is proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Multiattack. Asharlon makes two weapon attacks or one attack and cast a Spell
Blade of Asharlon:. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 11) slashing damage, plus 7 (2d6) fire damage.
Power Attack: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1 (2d8 + 21) slashing damage, plus 7 (2d6) fire damage.
Longbow: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.
Parry: Asharlon adds 3 to its AC against one melee attack that would hit it. To do so, Asharlon must see the attacker and be wielding a melee weapon.
Master of Flame: Use a bonus action to expend 1 or more of its charges to cast one of the following spells from it as if cast using a 7th level slot, DC 19:
burning hands (9d6) (1 charge),
fireball (12d6) (2 charges),
wall of fire (8d6) (4 charges).
The sword has 16 charges.
Parry. Asharlon adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.
Asharlon 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. Nintra regains spent legendary actions at the start of his turn.
Attack. Asharlon makes one attack.
Master of Flame:
cast one of the following spells from it as if cast using a 7th level slot, DC 19:
burning hands (9d6) (1 charge),
fireball (12d6) (2 charges),
wall of fire (8d6) (4 charges).
This counts towards his 16 charges a day
Fey Step. Nintra teleports to an unoccupied space she can see within 30 feet of her.
Description
Sitting on his smoldering throne of Obsidian, Asharlon, Prince of Salamandars watches over the hotsprings in the south east of the Dessication. It is said his battle with a great red Wyrm casued the Dessication to come into existence. His current Nemisis is an ancient Blue Wyrm who calles the Desert home.
The battle that created the Dessication resulted after several hundred years of imprisonment by the Great Red Wyrm Decimus Fieri. While imprisoned Asharlon fell in love with Decimus' Daughter, Carmen After the Fight, when Asharlon laid the beast low. This love earned hime the spurn of the Fey Courts
Lair and Lair Actions
Asharlon's Lair
Asharlon’s lair sits deep in a cave amidst the Hot Springs in the south east of the Dessication. He remembers when this was a verdant forest land before the coming of Decimus The Red. Now he broods in his exile and pines after his forbidden love,
Lair Actions
On initiative count 20 (losing initiative ties), Asharlon takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground Asharlon can see within 120 feet, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 32 (6d8) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around Asharlon. Each creature other than him on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Asharlon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
- Asharlon can summon 1d6+2 Salamanders to assist him.
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