Gargantuan Dragon (Demon), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 574 (28d20 + 280)
Speed 60 ft., Climb 60 ft., Fly 120 ft., Swim 60 ft., Burrow 60 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
21 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws STR +19, DEX +11, CON +19, INT +14, WIS +14, CHA +17
Skills Deception +17, Intimidation +17, Perception +23, Stealth +11
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120ft, Passive Perception 30
Languages Abyssal, Common, Draconic, Telepathy 120ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Ammet's Release (Recharges after a Short or Long Rest). If Ashardalon would be reduced to 0 hit points, Ammet the Balor that is bound in Ashardalon's chest is released. His current hit point total resets to 462 hit points, Ammet recharges his Fire Breath, and he regains any expended uses of Legendary Resistance. Ammet's strength modifier is reduced by 2. Also, Ammet's flying speed is reduced to 80ft and he loses climb and burrow speed. Additionally, Ammet can now use the options in the "Mythic Actions" section. Award a party an additional 155,000 XP (310,000 XP total) for defeating Ashardalon after Ammet's Release.

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

Death Throes. When Ashardalon and Ammet dies, they explode, and each creature within 30 feet of it must make a DC 25 Dexterity saving throw, taking 70 (26d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried.

Fire Aura. At the start of each of Ashardalon's turns, each creature within 5 feet of him takes 10 (4d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches Ashardalon or hits him with a melee attack while within 5 feet of him takes 10 (4d6) fire damage.

Magic Resistance. Ashardalon has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Ashardalon’s natural weapon attacks are magical.

Actions

Multiattack (Ashardalon Form). The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite (Ashardalon Form). Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw (Ashardalon Form). Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail (Ashardalon Form). Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 21 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Ashardalon's choice that is within 120 feet of Ashardalon and aware of it must succeed on a DC 25 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 Ashardalon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6). Ashardalon exhales fire in a 120-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Teleport. Ashardalon magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Multiattack (Ammet Form). Ammet makes two attacks: one with its longsword and one with its whip.

Longsword (Ammet Form). Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (4d8) lightning damage. If Ammet scores a critical hit, it rolls damage dice three times, instead of twice.

Whip (Ammet Form). Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 10 (4d6) fire damage, and the target must succeed on a DC 25 Strength saving throw or be pulled up to 25 feet towards Ammet.

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

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

Claw (Ashardalon Form). The dragon makes a claw attack

Tail Attack (Ashardalon Form). 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 dead and Ammet's Release is activated, Ammet can use the options below as legendary actions.

Hurl Through Avernus (Costs 2 Actions). Ammet targets a creature she is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10) psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of the balor's next turn, the creature reappears in an unoccupied space within 10 feet of Ammet.

Avernus Flare (Costs 2 Actions). Ammet flares with elemental energy. Each creature in a 60-foot-radius sphere centered on Ammet must succeed on a DC 25 Dexterity saving throw or take 22 (5d8) fire damage.

Description

An extremely old red dragon, Ashardalon has an appearance that diverged somewhat from usual ancient dragons of his kind. He possessed unusual demonic features and a scar on his chest in the shape of an enormous winged balor.

Lair and Lair Actions

A Red Dragon’s Lair

Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

Lair Actions

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

  • Magma erupts from a point on the ground the dragon 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) 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 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.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon 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.

Regional Effects

The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Monster Tags: Demonfiend

Habitat: DesertForestHillMountain

Kayne22

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