Fire Resistance. Ashmon has resistance to fire damage.
Magical Awareness. Ashmon is aware of the specific nature of any magic item or aura within 5 feet of him.
Arcane Restoration. Whenever Ashmon casts a spell of 1st level or higher, he regains a number of hit points equal to the level of the spell cast + his Constitution modifier.
War Caster. Ashmon has advantage on Constitution saving throws made to maintain concentration as a result of taking damage.
Spellcasting. Ashmon is a 13th-level spellcaster. Its spellcasting ability is Constitution (spell save DC 19, +11 to hit with spell attacks). Ashmon has following Sorcerer spells prepared:
Cantrips (at will): booming blade, fire bolt, lightning lure
1st level (4 slots): charm person, expeditious retreat, magic missile, shield
2nd level (3 slots): aganazzar's scorcher, hold person, misty step, web
3rd level (3 slots): blink, counterspell, fireball, fly, haste
4th level (3 slots): arcane eye, banishment, wall of fire
5th level (2 slots): arcane hand, dominate person
(1/day): globe of invulnerability OR move earth; plane shift OR prismatic spray
Multiattack. Ashmon makes 2 attacks with his Dragonfire Greatsword. He can also substitute one of those attacks to cast a spell.
Dragonfire Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 15 (2d6 + 8) slashing damage, plus an additional 7 (2d6) fire damage.
Cast a Spell. Ashmon can cast a spell with a casting time of 1 action.
Arcane Strike. As a bonus action, Ashmon can charge his weapon with raw arcane power. The next attack he hits with deals an additional 1d12+6 force damage.
War Caster. When an enemy's movement would provoke an attack of opportunity, Ashmon can cast a spell with a casting time of one action, targeting only that creature, rather than make an opportunity attack.
Energy Absorption. Whenever Ashmon takes damage, he can use his reaction to take half of that damage. If he absorbs damage dealt from a spell, he regains a number of spell slots equal to half the level of the spell cast.
Redirect Energy. Whenever Ashmon takes damage from a spell, he can use his reaction to half that damage, and redirect some of the energy towards a creature he can see within 60 feet of him, as long as the damage dealt by the spell is either fire, cold, lightning, thunder, necrotic, force, or radiant. The creature must make a Dexterity saving throw (DC 19). On a failed save, the target of this effect takes damage of the appropriate type equal to 5 x the level of the spell slot used to cast the triggering spell.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Dedicating his life to research, Ashmon Dracov slowly pushed the boundaries of what was acceptable practice, until his experiments had him banished from Aslodine, the magical institution where he once worked. Taking some of his most loyal students with him, he travelled to Ysgard, where he is free from the morality of the world: free to push his research to the utmost limit. His most recent undertaking: perfecting spellbinding, a blend of martial prowess and arcane practice.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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