Medium Humanoid, Lawful Evil
Armor Class 20
Hit Points 425 (26d12 + 156)
Speed 75 ft., Fly 120 ft.
STR
24 (+7)
DEX
16 (+3)
CON
24 (+7)
INT
10 (+0)
WIS
16 (+3)
CHA
23 (+6)
Saving Throws STR +13, DEX +9, CON +13
Skills Athletics +13, Intimidation +13
Damage Resistances Cold
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60, Passive Perception 13
Languages Common, Ignan Draconic, Celestial, Infernal, Common, Elvish
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Divine Flame. Ahmonket's fire ignores resistance to fire. Immunity to fire is treated as resistance to fire.

Soaked. If Ahmonket starts his turn fully submerged in water, he cannot use his fire rage until the start of his next turn.

Fire Rage. He can scream out in a furious rage and ignite into flames as a bonus action. He rages until he falls unconscious or chooses to end it. While in this form he has the following effects.

  • Illumination. Ahmonket sheds bright light in a 60-foot radius and dim light for an additional 60 feet.

  • Mindless Rage. Ahmonket cannot be charmed, frightened or stunned while raging.

  • Beyond Death (3/day). When Ahmonket is educed to 0 hit points on attack that isn't a critical hit. He can choose to be at 1 hit point instead.

  • Flame Propulsion. When Ahmonket is in his Fire Rage, he gains a Fly speed of 120 feet.

  • Frenzy Attack. Ahmonket can make a single melee weapon attack as a bonus action on each of his turns. When the rage ends, he suffers one level of exhaustion.

  • Empowered Attacks. Ahmonket's attacks while he is enraged are empowered. Dealing an additional 22 (5d8) fire damage on a hit.

  • Wreathed In Flame. At the start of each of Ahmonket’s turns, each creature takes 10 (2d6) fire damage if it touches Ahmonket or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Ahmonket moves into its space. Nonmagical weapons that hit Ahmonket are destroyed by fire immediately after dealing damage to him. 

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

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

Actions

Multiattack. Ahmonket makes three plasma blade attacks or two flame blast attacks.

Plasma Blade. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 12 (2d10 + 7) slashing damage plus 22 fire damage if he is raging.

Flame Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 35 (10d6) fire damage.

 

Reactions

Mage Slayer. When a creature within 5ft of Ahmonket casts a spell, he can use his reaction to make a melee weapon attack against that creature.

Legendary Actions

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

Bullrush. Ahmonket can move half of his movement towards an enemy. 

Attack. Ahmonket takes an attack with his plasma blade.

Combustion (Costs 3 Actions). Ahmonket  causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 50 (15d6) fire damage and catches fire. Half on a success. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn’t catch fire.

Lair and Lair Actions

Ahmonket's Lair


Ahmonket's home is the 200 tall tower castle called Beyazit Kewelsi that is built on the beginning of a massive lava river in the heart of a volcano. In his throne room is the Soul Mongerer, a 50 foot tall bright green shard of orichalchium that contains the souls of the entire population of Karjan. He can use this power to do incredible feats of strength. 

Lair Actions

Ahmonket is the Demigod of Dragons and son of Pelor god of the sun, so he has ultimate master of flames.  On Ahmonket's Initiative round, he can do the following effects as an action as long as he is within line of sight of the soul monger. 

  • Wall of Lava. He can summon a wall of lava on any solid surface he can see within 120 feet. The wall is 60 feet long, 20 feet high and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high and 1 foot thick. When the wall appears each creature within its area suffers 15d10 fire damage Dexterity save DC 21 for half damage. Any combustible material or surface the wall touches instantly catches fire. On one side of the wall that Ahmonket can chose, any creature that ends its turn within 10 feet of the wall must make a Dexterity Save DC 21 or take another 15d10 fire damage, half on a success. The other side of the wall does no damage. The wall cannot be moved through, it has an AC of 15 and 100 hp and immunity to fire damage. If anyone hits the wall with an attack within 10 feet of it takes 10 fire damage. 
  • Incendiary Cloud. Ahmonket can summon a swirling cloud of smoke shot through with white hot embers that appears within 150 feet of him, in a 20 foot radius sphere. The cloud spreads around corners and is heavily obscured. It lasts for 1 minute or until a wind of moderate to greater speed (at least 10 miles per hour) disperses it. When the cloud appears each creature in it must make a DC 21 Dexterity Saving throw or take 10d8 fire damage, half on a success. 
  • By focusing his power for 1 minute, Ahmonket can start a cataclysmic chain reaction that will burn the very sky. Over the next minute Ahmonket rains devastation on everything and everyone within this area. 
    • Fire storm
    • Choking Ash: All creatures caught within the effect must make a DC 21 Constitution saving throw or be blinded by thick streams of ash. The ash also makes it impossible to breathe, and all those who fail the saving throw each round begin suffocating. 
    • Boiling Seas: All water within the affected area bubbles and churns, inflicting 5d8 fire damage to all creatures who end their turn in water. 

Regional Effects

The region containing an area in which Ahmonket is present becomes vulnerable to the influence of fire. This creates the following effects:

  • A dry, baking heat wave strikes the region within 10 miles of Ahmonket’s location. At first, effects are minor — grass turns brown, animals become listless, work and travel become very tiring. The longer Ahmonket remains, the worse the heat becomes; after 5 days, crops die and ponds dry up; after 10 days, unprotected livestock dies, and wells and small rivers dry up; after 20 days, large lakes and rivers are reduced in depth by 20 feet and shrink accordingly.
  • All flames in a 10 mile radius shrink and grow to the beat of Ahmonket's breath.

Previous Versions

Name Date Modified Views Adds Version Actions
3/8/2023 7:18:00 PM
77
5
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Coming Soon
11/12/2023 6:55:31 AM
115
5
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Coming Soon

Monster Tags: fiendhumanoid

Kram6275

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