Gargantuan Dragon (Demon), Chaotic Evil
Armor Class 24 (natural armor)
Hit Points 700 (35d20 + 315)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +9, CON +18, WIS +11, CHA +15
Skills Perception +16, Stealth +7
Damage Resistances Cold, Lightning, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight, Passive Perception 26
Languages Abyssal, Celestial, Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Soul Gorge (Mythic; Recharges after short or long rest). If Ashardalon is reduced to 0 hit points, he doesn't die or fall unconscious. Instead his rage at being so wounded spurs him on to greater feats of power. He gains 1 hit point and 350 temporary hit points. While these hit points persist he has advantage on saves against magic spells and abilities.

Innate Spellcasting. Ashardalo's casting ability is Charisma (spell save DC 22, +14 spell attack.) He can innately cast the following spells once per day without any material components.

 1/Day each: banishment, etherealness, find the path, locate object,prismatic spray, suggestion

Spellcasting. Ashardalon is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Ashardalon has the following sorcerer spells:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (2 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): plane shift

Legendary Resistance (3/Day). If Ashardalon fails a saving throw, he can choose to succeed instead.

 

Actions

Multiattack. Ashardalon can use his Frightful Presence. He then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.plus 14 (4d6) radiant damage.

Claw. Melee Wapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

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.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Soul Beam (Recharge 5–6). The dragon exhales radiant energy in a 160-foot long 5-foot wide line. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Ashardalon 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. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

If Ashardalon is a Mythic encounter he can use the following actions as legendary actions for 1 hour after using Soul Gorge.

Soul Siphon. Ashardolon attemps to extrude soul energy from his surroundings. All creatures within 20 feet must succeed on a DC 20 Wisdom saving throw or take 20 (4d10 + 10) necrotic damage and have thier max hit points reduced by the same amount. Taking half damage on a successful save.

Teleport. Ashardalon can telleport 120 feet away to an unoccupied space he can see.

Drink Deep (cost 3 actions). Ashardalon move to The Well of Souls and consumes a large amount of unborn souls. He regains 30 (2d20 + 10) hit points.

Description

Green lightning like energy arcs between Ashardalon's horns and medial ridge. He bears a large scar across his chest where his heart would be. It's vaguely humanoid with tatered indications of wings. Pale green light exudes from his eyes and the light from the well cast wicked shadows across his form.

Lair and Lair Actions

Ashardalon's Lair

Ashardalon has made his lair at the bastion of Souls within the Astral sea. Here the souls of the dead come to be reborn and new souls have yet to be thrust into existence. Within the bastion is a well containing all the souls waiting to be born and it is here the ancient red dragon spends his days gorging himself on the new souls using thier energy to sustain himself. 

Lair Actions

On initiative count 20 (losing initiative ties), Ashardalon uses a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • A geyser of souls erupts from a point on the ground Ashardalon can see within 120 feet of it, 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 21 (6d6) radiant 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 the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Ashardalon targets one creature he can see within 60 feet. A crackling cord of negative energy tethers him to the target. Whenever he takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Ashardalon or the target is no longer in the lair.
Keeper

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes