Dragon Storm Call. Alduin can use an action to summon a storm of meteors that rain down on a 60-foot radius area centered on a point he can see within 120 feet of him. Each creature in that area must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The storm lasts until the end of Alduin’s next turn.
Soul Devour. When Alduin reduces a creature to 0 hit points with his bite attack, he can choose to devour its soul. The creature cannot be revived by any means short of a wish spell. Alduin regains hit points equal to the creature's hit points.
Apocalyptic Aspect. When Alduin drops to 0 hit points, he does not die. Instead, he disappears into the sky and returns to full health after 1d4 rounds. The only way to permanently kill Alduin is to use the Dragonrend spell that prevents him from flying and forces him to land.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Fire Breath. (Recharge 5-6). Alduin 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.
Multiattack. Alduin makes five attacks: two with his bite, two with his claws, and one with his tail.
Frightful Presence. Each creature of Alduin’s choice within 120 feet of him and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Alduin is within line of sight, 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 Alduin’s Frightful Presence for the next 24 hours.
Dragonrend Resistance. When Alduin is affected by the Dragonrend spell, he can use his reaction to make a DC 24 Constitution saving throw to resist the effect. On a success, he resists the spell.
Wing Sweep. When a creature within 15 feet of Alduin hits him with a melee attack, he can use his reaction to make a wing attack against that creature. The creature must make a DC 24 Strength saving throw or take 20 (2d10 + 10) bludgeoning damage and be pushed 10 feet away from Alduin.
Alduin's legendary action acts just like a bonus action.
Call of the Alduin: Once per day, Alduin can use a bonus action to utter a powerful shout that echoes across the land. He can summon up to three dragons within 120 feet of him. Each dragon must succeed on a DC 25 Wisdom saving throw or be compelled to serve Alduin for 1 hour. The dragons act on Alduin’s initiative and follow his commands. Alduin can communicate telepathically with any dragon he controls within 1 mile of him.
Description
Alduin is arrogant, ruthless, and ambitious. He believes that he is the rightful ruler of all dragons and all mortals, and that his destiny is to destroy the world and create a new one in his image. He is also cunning and manipulative, and he can use his charisma and influence to sway other dragons to his side. Alduin is a colossal dragon with black scales that shimmer with an iridescent sheen. His eyes glow with a fiery red light, and his horns and spikes are adorned with intricate patterns.
Lair and Lair Actions
Skuldafn is a large complex of Nordic ruins that contains Alduin "The World Eater", and the portal to the afterlife, for the people in that region. this is where Alduin feeds on the souls of the dead. To get to Skuldafn, you need to fly there with the help of a dragon. As most dragons will know the location of Skuldafn. Skuldafn is guarded by dragons, and the undead, such as wight and revenant, you will have to fight your way through them to reach Alduin. Skuldafn has four interior zones: Skuldafn Temple, Skuldafn North Tower, Skuldafn South Tower, its Skuldafn Temple that leads to Alduin. You will also have to solve some puzzles involving rotating stone pillars with symbols, to open some doors. Skuldafn is a dangerous and ancient place, but it also holds some treasures and secrets for those who dare to explore it.
Lair Actions
On initiative count 20 (losing initiative ties), Alduin takes a lair action to cause one of the following effects: Alduin can’t use the same effect two rounds in a row:
- Alduin creates a burst of temporal energy in a 60-foot radius centered on a point he can see within 120 feet of him. Each creature in that area must succeed on a DC 20 Wisdom saving throw or be affected by the slow spell until the end of Alduin’s next turn.
- Alduin summons a storm of fire and ice in a 60-foot cube within 120 feet of him. Each creature in that area must make a DC 20 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.
- Alduin causes a tremor in a 60-foot radius centered on a point he can see within 120 feet of him. Each creature on the ground in that area must succeed on a DC 20 Strength saving throw or be knocked prone.
Regional Effects
The region containing a legendary Alduin’s lair has a close link to the afterlife, which creates one or more of the following effects:
- The weather in the region is unpredictable and extreme, changing from clear skies to blizzards to thunderstorms within minutes.
- Time flows differently in the region, causing creatures to age faster or slower, or experience visions of the past or future.
- The souls of the dead are drawn to the region, manifesting as spectral dragons, warriors e.c.t.
Even if Alduin dies, these effects will stay forever, as Skuldafn will still have the portal to the afterlife. Though you can seal the portal using the dispel magic spell, this will stop the regional effects and the souls there will be sure to reward you for it. As for the people who live near Skuldafn will reward you to, as it will neutralize the dragon attacks that are common around Skuldafn.
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