Medium Humanoid, Lawful Evil
Armor Class 20 plate
Hit Points 360 (100d6 + 50)
Speed 45 ft.
STR
21 (+5)
DEX
22 (+6)
CON
19 (+4)
INT
20 (+5)
WIS
22 (+6)
CHA
19 (+4)
Saving Throws STR +14
Senses Truesight, Passive Perception 22
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Forgotten. within 1 hour of learning of Ashina, you will forget everything you learned of him, left only with the sense that something important has been lost.

Spellcasting. Ashina  is a 9-level spellcaster. Its spellcasting ability is 10 . Ashina has following spells prepared:
 3rd level (6 slots): Fireball, Lightning Bolt

4th level (6 slots): hallucinatory terrain

6th level(1 slot):heal

7th level(5 slots):teleport

8th level(3 slots):dark star, reality break

 

Actions

multi attack: make two slashing attacks and 1 dashslash

Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: #20(3d8 + 5) slashing damage. 

Dashslash. Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit: #25(7d6 + 5) slashing damage. 

Windblade. RangedWeapon Attack: +5 to hit, range 10/50 ft., 1 target. Hit:  (2d10d + 5) slashing damage.

Bonus Actions

Death slash. Death slash has a count that starts at 3. On Ashina's turn, he will lower this count by 1. if the count ever reaches 0, he will teleport behind the person who has dealt the most damage since the previous death slash. the target rolls a d20. if a 12 or below is rolled, the target takes 25d20 dmg. if above 12, the attack is dodged. every time the attack is dodged, the required roll goes up by 1. so if it's been dodged 3 times, a roll of above 16 to dodge it.

Reactions

Parry. when being attacked with a melee weapon, Ashina attempts to parry the blow. roll a d20. if above 13, Ashina takes half damage and does a slash attack with advantage to the person who hit him. if below 7, the parry fails. if between 7 and 13, Ashina takes half damage.

Legendary Actions

3 legendary actions. Used after a turn other than Ashina's

intimidate (Costs 1 Actions). the gaze of Ashina gives a sense of dread. WIS saving throw 18. if failed, the target has disadvantage on ability checks and saving throws for three rounds.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

As the forgotten king waits in darkness, he recalls the actions that led him here. The nobles that fell to his blade. The warriors that died having changed nothing. An eternal punishment of endless nothing. He has waited in darkness for too long. billions of lives have faltered without knowing his legacy, and he is eager to make the world remember the name Ashina.

Lair and Lair Actions

Ashina has existed in the void, an endless plane of nothing, for thousands of years, and over time has learned to manipulate it

Lair Actions

On initiative count 3 (losing initiative ties), Ashina takes a lair action to cause one of the following effects; Ashina can’t use the same effect two rounds in a row:

  • Ruins: place 3 5 by 25 foot walls anywhere within 200 feet of Ashina. 
  • forest place 15 5 by 5 foot trees anywhere within 200 feet of Ashina.
  • volcano: place 10 5 by 5 foot lava spots anywhere within 200 feet of Ashina.
  • mountain: all terrain anywhere within 200 feet of Ashina becomes difficult terrain for everyone but Ashina.
  • vacuum: any spells with verbal components can't be cast anywhere within 200 feet of Ashina.
  • Ocean: all creatures anywhere within 200 feet of Ashina apart from Ashina use their swimming speed instead of walking speed.
  • Darkness: all creatures anywhere within 200 feet of Ashina apart from Ashina without darkvision can only see 10 ft.

RULES: objects cannot be placed on people. when new effects or objects are added, all previous ones are removed. anyone who moves over a lava spot takes 1d10 dmg.

 

AceCat4000

Comments

Posts Quoted:
Reply
Clear All Quotes