Large Construct, Lawful Neutral
Armor Class 17 Natural Armor
Hit Points 252 (64d6 + 27)
Speed 40 ft., Fly 30 ft. Ascended
STR
18 (+4)
DEX
17 (+3)
CON
19 (+4)
INT
18 (+4)
WIS
19 (+4)
CHA
16 (+3)
Saving Throws DEX +8, CON +9, WIS +9
Skills History +7, Insight +9, Perception +9, Religion +10
Damage Resistances Acid, Lightning, Poison, Thunder
Damage Immunities Cold
Senses Darkvision 40 ft., Passive Perception 14
Languages Can speak and understand all languages
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Ascension. When Arnican reaches 50% of his hit points, he unlocks new actions and abilities, as well as the ability to fly. Additionally, he heals 2d20+4 hit points. 

Divine Awareness. Arnican knows if he hears a lie.

Fire Breath (Recharge 5-6; Ascended 4-5). Arnican exhales fire in a 20-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6+3) fire damage on a failed save, or half as much damage on a successful one. 

Heavy Blows. Creatures hit by a melee attack from Arnican are knocked back 5 feet. 

Immutable Form. Arnican is immune to any spell or effect that would alter its form. 

Innate Spellcasting. Arnican's innate spellcasting ability is Wisdom (spell save DC 15). He can innately cast the following spells, requiring no material components: 

At will: bane, blade ward (ascended), gust of wind, magic missile (ascended), moonbeam (ascended), shield of faith, thunderwave

3/day each: arcane gate (ascended), call lightning (ascended), counterspell, crusader's mantle (ascended), lightning bolt (ascended)

1/day each: antimagic field (ascended)

Inscrutable. Arnican is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain Arnican's intentions or sincerity have disadvantage. 

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

Otherworldly Perception. Arnican can sense the presence of any creature within 30 feet of him that is invisible or on a different plane. 

Sense Magic. Arnican senses magic with 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Shielded Mind. Arnican is immune to scyring and to any effect that would sense its emotions, read its thoughts, or detect its location.

Devil's Sight (Ascended). Magical darkness doesn't impair Arnican's darkvision.

Dive Attack (Ascended). If Arnican is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, that attack deals an extra 12 (2d10+1) damage to the target. 

Illumination (Ascended). Arnican sheds bright light in a 5-foot radius and dim light for an additional 10 feet.

Magic Weapons (Ascended). Arnican's weapon attacks are magical. 

Legendary Resistance (Ascended, 2/Day). If Arnican fails a saving throw, it can choose to succeed instead.

 

Actions

Multiattack. Arnican casts a spell or uses a reaction. He then makes three attacks. Ascended: Arnican casts two spells, uses two reactions, or uses one of each. He then makes four attacks. 

Sweep. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d10+2) slashing damage, 13 (2d10+2) bludgeoning damage. Ascended: an additional 1d4 of slashing and bludgeoning damage, an additional 2d8 of radiant and psychic damage, and 1d4 of soulblight buildup. 

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d10) slashing damage, 11 (2d10) bludgeoning damage, and the target is knocked prone. Ascended: an additional 1d4 of slashing or bludgeoning damage, an additional 2d6 of radiant or psychic damage, and 1d4 of soulblight buildup if psychic damage was chosen.

Thrust. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d10+3) bludgeoning or piercing damage; in addition, the target is knocked back an additional 5 feet. Ascended: an additional 1d4 of bludgeoning or piercing damage, an additional 2d10 of psychic or radiant damage, and 1d4 of soulblight buildup if psychic damage was chosen.

Double Thrust. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d10+1) piercing damage, 12 (2d10+1) bludgeoning damage, and the target is knocked prone. Ascended: an additional 1d4 of piercing and bludgeoning damage, an additional 2d8 of radiant and psychic damage, and 1d4 of soulblight buildup. 

Double Slash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d10+1) slashing damage, 12 (2d10+1) bludgeoning damage, and the target is knocked prone. Ascended: an additional 1d4 of slashing and bludgeoning damage, an additional 2d8 of radiant and psychic damage, and 1d4 of soulblight buildup. 

Upward Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (4d6+1) slashing or bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw; on a failed save, they become stunned for 30 seconds. Ascended: an orb of crimson or blue light travels along a 30 foot curve before detonating, enveloping everything within a 10 foot radius. All creatures caught in the explosion must make a DC 15 Wisdom saving throw, taking 2d12 psychic or radiant damage and 1d12 of fire damage on a failed save, and half as much damage on a successful one. 

Soulblight/Spiritflame Spear (Ascended). Arnican summons 1d4 projectiles. After one round, they fire at the nearest hostile target. The target must succeed on a DC 14 Dexterity saving throw, taking 10 (2d8+1) psychic or radiant damage on a failed save. If they take psychic damage, they also take 1d4 of soulblight buildup. 

Blade Summon (Ascended). Arnican creates a magical circle beneath a target creature he can see within 30 feet. That creature must succeed on a DC 15 Dexterity saving throw; on a failed save, a copy of one of his weapon erupts from the ground beneath them, dealing either 10 (2d8+3) piercing damage and 10 (2d8+3) radiant damage or 10 (2d8+3) bludgeoning damage and 10 (2d8+3) psychic damage, in addition to 1d4 of soulblight buildup. The target is then knocked prone. 

Soulblight Emitter (Ascended). Arnican creates a sphere of soulblight energy. Every round, it fires three soulblight spears in straight lines, all in different directions. Creatures in the path of these spears must succeed on a DC 14 Dexterity saving throw, taking 1d6 each of piercing and psychic damage as well as 1d6 of soulblight buildup. If the spears do not collide with anything after travelling 30 feet, they simply dissipate in air. The sphere dissipates after 1 minute. 

Spiritflame Rings (Ascended). Arnican creates 1d4 rings of spiritflame energy. Every round, the outermost ring erupts; any creature standing within it must make a DC 15 Dexterity saving throw, taking 1d12 radiant damage on a failed save, and half as much on a successful save.. For every ring after the first, the damage is increased by 1d6. 

 

 

 

Reactions

Parry. When a creature would make a melee attack against Arnican, he can initiate an opposing Dexterity check. If Arnican succeeds, he can make an opportunity attack against the creature with advantage. If the attack hits, it does an additional 50% damage. For the attack, use Arnican's piercing Thrust attack. 

Legendary Actions

Arnican can take two legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Arnican regains spent legendary actions at the start of its turn.

Detect. Arnican makes a Wisdom (Perception) check. 

Sweep. Arnican makes a sweep attack. 

Wing Attack (Costs 2 Actions; Ascended). Arnican beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. Arnican can then fly up to half his flying speed. 

Soulblight Siphon (Costs 2 Actions; Ascended). Arnican calls forth the souls of all those afflicted by soulblight. Every creature with 12 or more soulblight buildup must make a DC 16 Wisdom and Constitution saving throw. If both succeed, nothing happens. If one fails, the creature takes 1d20 psychic damage; if the failed save was Constitution, they also become poisoned for 30 seconds. If both saves fail, the creature takes 2d20 psychic damage, becomes poisoned, and Arnican heals and regains 1 legendary action. 

Diving Skewer (Costs 2 Actions; 2/Day; Ascended). Arnican flies up into the air and chooses a target hostile creature before diving down at them. The target must make a DC 18 Dexterity saving throw or take 25 (6d8+2) piercing damage, 22 (4d12) radiant damage, 20 (3d12+3) blugdeoning damage, 16 (6d6) psychic damage, 1d10 of soulblight buildup, and being knocked prone on a failed save, or 20 (3d12+3) bludgeoning damage and being knocked prone on a successful one. 

 

 

 

HuntersMoon0624

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