Gargantuan Dragon (Demon), Chaotic Evil
Armor Class 22 Natural armor
Hit Points 655 (11d20 + 110)
Speed 60 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
22 (+6)
WIS
22 (+6)
CHA
19 (+4)
Skills Deception +12, Insight +14, Intimidation +20, Perception +14
Damage Resistances Poison
Damage Immunities Fire
Condition Immunities Poisoned
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 24
Languages Abyssal, Common, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Abyssal cyclone. Each creature within 25 ft of Ashardolon must make a dc 21 strength save on Ashardolon's turn or take 20 fire damage and be pulled 25 ft towards Ashardolon. 

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

Death burst. When Ashardolon is reduced to 0 hit points they explode into a burst of intense flame and each creature within 20 ft must make a dc 21 Constitution saving throw or take 30 (4d10 + 10) fire damage. Half as much on a successful save. A balor with 2 levels of exhaustion also appears within the radius. 

Regeneration. Ashardolon regains 20 hit points at the start of his turn. If Ashardolon takes acid or radiant damage, this trait doesn’t function at the start of Ashardolon’s next turn. Ashardolon dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Ashardolon can use his Frightful Presence. He then makes three attacks: one with his bite and two with his 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 Ashardolon’s choice that is within 120 feet of Ashardolon and aware of him 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 Ashardolon’s Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). Ashardolon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Ashardolon 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. Ashardolon regains spent legendary actions at the start of his turn.

Detect. Ashardolon makes a Wisdom (Perception) check.

Tail Attack. Ashardalon makes a tail attack.

Wing Attack (Costs 2 Actions). Ashardolon beats his wings. Each creature within 15 ft of Ashardolon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Ashardolon can then fly up to half his flying speed.

Abyssal torment (Costs 3 Actions and must have his breath weapon available).  Ashardolon chooses upto 5 targets he can see within 100 ft and each of those targets must make a dc 25 Constitution saving throw or take 40 (6d10 + 10 ) necrotic damage and the targets are stunned for until the end of there next turn. On a successful save the target takes half damage. 

Description

A TRADITIONAL SONG called The Coming of Ashardalon describes the depredations of this red dragon of immense power and self-importance. Ashardalon is well known for his tenacious clasp on life, no matter his injuries and setbacks. When he was struck a mortal blow, the dragon bound a demon into his breast as a second heart. But when that too threatened to fail him, Ashardalon left the world to find the sustenance he required to live forever. Ashardalon resembles an ancient red dragon in its prime, but certain odd features stand out. He has a demonic visage, and on his chest is a gruesome scar in the shape of a large winged humanoid—a balor. The dragon’s eyes are twin beams of burning fire, and tiny bolts of lightning constantly play between his claws and fangs.

Ashardalon’s rampages brought sorrow and misery to the land. The red dragon was worshiped by a cult that built a citadel for the great wyrm to serve as his lair. But foes sunk the dragon’s citadel to sunless depths beneath the earth, destroying the cult and dealing Ashardalon a mortal injury. Remnants of the cult survived this disaster, and it reconstituted itself around a relic of its dragon liege: Ashardalon’s heart. With a magic born of equal parts skill, faith, and desperation, the cultists rekindled the heart but not to life. The ritual infused it with the energy of the Shadowfell and transformed it, reborn in undead darkness, into the center of faith and necromantic power for the cult. The cultists hoped to call back Ashardalon, but the dragon never answered their summons. Ashardalon received a blow so grievous that his heart was damaged beyond repair. The dragon, calling on all his craft and knowledge of ancient rituals, managed to replace his heart with a magically bound demon no less than a balor, named Ammet. But so terrible was Ashardalon’s wound that even Ammet’s enchanted labor began to fail the dragon’s body. Ashardalon began to search for a source of life energy so pure that nothing could ever again threaten to kill him. Ashardalon’s lair is a mysterious domain in the Astral Sea called the Bastion of Unborn Souls. Claims that the Bastion is a font of preincarnate souls are derided as improbable. Still, the Bastion’s crystalline trees sprout soul like manifestations like brilliant points of light. When “ripe,” they fall from the trees and flow away, possibly to incarnate as living creatures. Whatever the truth, each point of light is a source of life and energy to a creature that consumes it. Ashardalon has ensconced himself in the center of the Bastion, bathed in a stream of raw soul stuff to keep his faltering life steady. Like a boulder in a stream, the dragon’s body interrupts the flow, which beads across him like water.Creatures who stay within the confines of the Bastion of Unborn Souls do not noticeably age the raw soul stuff keeps them young and vibrant. Ashardalon could conceivably live forever here. If indeed its points of light are preincarnate souls, creatures of the world might be born as soulless husks, shambling vestiges of what they might otherwise be, and open to malign influence.

Monster Tags: Demon

drdeatheer

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