Mantle Awakening (Recharges after a Short or Long Rest). If the god wyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the god wyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 125,000 XP (250,000 XP total) for defeating the greatwyrm after its Mantle Awakening activates.
Legendary Resistance (4/Day). If the god wyrm fails a saving throw, it can choose to succeed instead.
Unusual Nature. The god wyrm doesn’t require food or drink.
Multiattack. The god wyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6). The god wyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 85 (12d12) fire damage. On a successful save, the creature takes half as much damage.
The god wyrm 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 god wyrm regains spent legendary actions at the start of its turn.
Attack. The god wyrm makes one Claw or Tail attack.
Wing Attack (Costs 1 Action). The god wyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 20 (2d6 + 10) bludgeoning damage and be knocked prone. The god wyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The god wyrm creates four spears of magical force. Each spear hits a creature of the god wyrm’s choice it can see within 120 feet of it, dealing 18 (1d12 + 8) force damage to its target, then disappears.
If the god wyrm’s Mantle Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Furious Bite (Costs 2 Actions). The god wyrm makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of its next turn.
Radiant Inferno ((Costs 3 Actions). The god wyrm flares with an elemental inferno. Each creature of the aspect’s choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by the god wyrm: acid, fire, or lightning. On a successful save, the creature takes half as much damage. (5d10) fire damage.
Hurl Through Avernus (Costs 2 Actions). The aspect 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 aspect’s next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.
Description
Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.
With the "dispersion" of that "Prime" Echoe, the power of Arkhan, the diminished Ashardalon of this universe is unbound. Rather than the infernal rage of a Balor, it should have been the limitless essence of a Dragon God that sustained him.
And so it is now and forever more.
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