Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons. The balor’s weapon attacks are magical.
Fire Aura. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
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.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 the dragon’s Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 171 (49d6) fire damage on a failed save, or half as much damage on a successful one.
Bloodied Breath. When reduced to half of his hit points or fewer, Ashardalon's fire breath instantly recharges and he uses it immediately.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack. 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.
If Ashardalon is a Mythic encounter he can use the following actions as legendary actions for 1 hour after using Soul Gorge.
Soul Siphon. Ashardolon attemps to extrude soul energy from his surroundings. All creatures within 20 feet must succeed on a DC 20 Wisdom saving throw or take 20 (4d10 + 10) necrotic damage and have thier max hit points reduced by the same amount. Taking half damage on a successful save.
Teleport. Ashardalon can telleport 120 feet away to an unoccupied space he can see.
Drink Deep (cost 3 actions). Ashardalon move to The Well of Souls and consumes a large amount of unborn souls. He regains 30 (2d20 + 10) hit poins.
Furious Bite (Costs 2 Actions). Ashardalon 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). Ashardalon 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). Ashardalon 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.
Lair and Lair Actions
Ashardalon's Lair
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.
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