Special Equipment. Asterion wields the Earthbreaker Mace.
Brutality. While wielding Earthbreaker, Asterion can roll two additional weapon damage dies when determining the extra damage for a critical hit with a melee attack. Additionally, earthbreaker only deals lethal damage.
Charge. If Asterion moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Innate Spellcasting. Asterion’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components.
At will: detect magic, shatter
3/day each: dispel magic, dominate beast, hunter’s mark, maze, wall of stone
2/day each: counterspell, stinking cloud, hallucinatory terrain
1/day each: cloudkill, teleport
Labyrinthine Recall. Asterion can perfectly recall any path he has traveled, and he is immune to the maze spell.
Legendary Resistance (3/Day). If Asterion fails a saving throw, he can choose to succeed instead.
Magic Resistance. Asterion has advantage on saving throws against spells and other magical effects.
Magic Weapons. Asterion’s weapon attacks are magical.
Reckless. At the start of his turn, Asterion can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Siege Monster. Asterion deals double damage to objects and structures.
Unending Fervor (Mythic; Recharges after a Short or Long Rest). If Asterion is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, Asterion still takes his turn and his flesh erupts violently, coating him in burning steam, granting him 220 temporary hit points. While Asterion has these temporary hit points, any creature that starts its turn within 30 feet of him takes 14 (4d6) fire damage. After this ability takes effect Asterion dies if he still has 0 hit points on his next turn.
Multiattack. Asterion makes three attacks: one with Earthbreaker, one with his bite, and one with his gore attack.
Earthbreaker. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (3d10 + 12) slashing damage and 24 (2d10 + 12) bludgeoning damage. Rolling a 20 or higher on the attack roll with earthbreaker deals an additional 6d8 force damage.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage. Asterion heals for the number of hit points dealt by this attack.
Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage.
Frightful Presence. Each creature of Asterion’s choice that is within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Asterion is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Asterion’s Frightful Presence for the next 24 hours
Summon Construct (1/Day). While holding the Earthbreaker, Asterion summons 2 Khalkotauroi. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 100 feet of Asterion and obey his commands until they are destroyed or until he dismisses them as an action.
Insight Fury. As a bonus action on his turn Asterion can force each creature within 30ft of him to make a DC18 Wisdom saving throw, failing causes them to use their Reaction to make a melee weapon attack against a random creature within reach. If no creature is within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +2 bonus to the damage roll. If the saving throw is successful the creature is immune to this effect for the next 24 hours.
Unstoppable. In response to one or more attacks of opportunity that target and miss Asterion while he is moving in a straight line, Asterion can use his reaction to make gore attacks against each of the creatures that missed him individually. These attacks do not benefit from Asterion's charge ability.
Asterion 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. Asterion regains spent legendary actions at the start of his turn.
Earthbreaker Attack. Asterion makes a melee attack with Earthbreaker.
Charge (Costs 2 Actions). Asterion moves up to his speed, then makes a gore attack
Pyroclastic Breathe (Recharge 5–6). Asterion exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone
Fissure. Asterion steps upon the ground, sending a fissure out from the impact of its foot. A crack forms in the ground in a line, originating from him and stretching outwards, that is 50 feet long, 10 feet wide, and 20 feet deep. Creatures caught in the area of this fissure fall unless they use their reaction to make a DC 20 Dexterity (Acrobatics) or Strength (Athletics) check to quickly move to an area not affected. If successful, the target moves to the nearest unoccupied space that was not affected by this action.
Slaughter (Costs 2 Actions). Asterion makes an Earthbreaker attack against each creature within 15-feet of him.
Pyroclasm (Recharges after a Short or Long Rest). Four molten orbs of lava are ejected from Asterion and strike the ground at four different places it can see within 120 feet. Each creature in a 40-foot-radius sphere centered on each point must make a DC 25 Dexterity saving throw. A creature takes 55 (10d10) bludgeoning damage and 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. A creature in the area of more than one fallen boulder is affected only once. The orbs damage objects in the area and ignite flammable objects that aren’t being worn or carried
Lair and Lair Actions
Asterion has made his lair deep within the heart of Eilsead, In the temple to Poseidon underneath Mount Meru. Turning the once beautiful twilight lagoon into a blackened lava filled waste.
Lair Actions. On initiative count 20 (losing initiative ties), Asterion takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
• Asterion stomps on the ground, creating a vibration that forces sections of the ground to upheave and crash into one another. A jagged wall of stone and debris 60 feet long, 10 feet high, and 5 feet thick appears within 120 feet of him. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (the DM’s choice). This wall crumbles on the next initiative count 20, leaving difficult terrain in its space.
•The ground within 300 feet of Asterion begins to errantly shake until it uses a different lair action. Creatures standing on the ground have disadvantage on ability checks and saving throws made to resist being shoved or knocked prone.
•Fissures form in the ground under 2d4 creatures of the DMl’s choice, releasing a powerful blast of steam. Each creature must make a DC 21 Constitution saving throw. On a failed save, a target takes 35 (10d6) fire damage and is blinded until the start of its next turn. On a successful save, a target takes half as much damage and isn’t blinded.
Regional Effects. The region containing Asterion's lair is warped by the creature’s primordial magic, creating the following magical effects:
•The area within 6 miles of Asterion’s lair is extremely hostile to any creatures that are not adapted to extreme heat environments.
• Standing water within 1 mile of Asterion’s lair quickly boils and evaporates. Flowing water tastes of sulphur and can range in temperature from a warm bath at its furthest from the center, to boiling at the epicenter of the lair.
•Lightning storms are frequent within 6 miles of the lair, though they are rarely accompanied by rain. When they are, the rain is acidic, making the environment inhospitable to many flora and fauna.
When Asterion dies, all of these regional effects fade immediately, and any portals within the area of the lair immediately closed.
Previous Versions
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7/3/2022 2:51:20 AM
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