Legendary Resistance (4/Day). If Alduin fails a saving throw, he can choose to succeed instead.
Magic Resistance. Alduin has advantage on saving throws against spells and other magical effects.
Siege Monster. Alduin deals double damage to objects and structures.
World-Eater (Mythic Trait; Recharges after a Short or Long Rest). If Alduin would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he regains any expended uses of Legendary Resistance, and he recharges his Dragon Shout. Additionally, he becomes immune to all damage. If the Dragonrend shout is used on Alduin, he loses his immunity to all damage while his flying speed is reduced to zero. If he fails three saving throws against the Dragonrend shout, he loses his immunity to all damage until this Mythic Trait is used again.
Multiattack. Alduin can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage, plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) slashing damage.
Tail Whip. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of Alduin’s choice that is within 120 feet of Alduin and aware of him must succeed on a DC 20 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 Alduin’s Frightful Presence for the next 24 hours.
Dragon Shout (Recharge 4-6). Alduin uses one of the following dragon shouts (save DC 24 for a dragon shout that requires a creature to make a saving throw): drain vitality, elemental breath, ice form, meteor storm, resurrect dragon, slow time, unrelenting force
Elemental Breath (Frin Krah Nos). Alduin chooses to exhale either a gout of flames, a burst of ice, or a blast of electricity in a 90-foot cone. Each creature in that cone must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire, cold, or lightning damage on a failed save, or half as much on a successful one.
Unrelenting Force (Fus Ro Dah). Alduin exhales a blast of force in a 60-foot cone. Each creature in that cone must make a DC 24 Strength saving throw. On a failed save, a creature takes 63 (18d6) force damage, is knocked back 20 feet and falls prone. On a successful save, the creature takes takes half as much damage and isn’t knocked back.
Alduin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Alduin regains spent legendary actions at the start of its turn.
Detect. Alduin makes a Wisdom (Perception) check.
Recharge Thu'um (Costs 2 Actions). Alduin can make a roll to recharge his Dragon Shouts action. On a successful roll, Alduin can immediately use a Dragon Shout action. The Dragon Shout can’t be the same as the previous shout used.
Tail Attack. Alduin makes a tail whip attack.
Wing Thrash (Costs 2 Actions). Alduin beats his wings. Each creature within 10 feet of Alduin must succeed on a DC 22 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. Alduin can then move up to half of his flying speed.
If Alduin's mythic trait is active, it can use the options below as legendary actions for 1 hour after using WorldEater.
Bite. Alduin makes a bite attack.
Forced Thu’um (Costs 3 Actions). Alduin uses his Dragon Shout, regardless of whether or not he has recharged the ability to do so.
Description
"Ah great god of time, may your slumber stretch on for a thousand generations!" —Nordic prayer to Alduin
Ancient Nordic folklore told tales of the World Eater, harbinger of the apocalypse. Alduin is a powerful and ancient black dragon, the first born of Akatosh, and destroyer of the realms. Sometimes called the Twilight God, Alduin ends each epoch before ushering in the next cycle. There are similar deities in other pantheons that are believed the be the same entity. Yokudan myth told stories of Sakatal, the Worldskin, who destroys the world to begin the next, which has been done many times before. In Khajiit legends, Alkhan, the Scaled Prince, was bred with a demon of fire and shadow. This devourer of souls grew to a massive size and defies Alkosh, Khenarthi, and Lorkhaj.
Dragon Duality. The Imperials believed the Alduin from Nordic folklore was one and the same as Akatosh. Believing that there was only a single God Time, and that the Nords saw Alduin as both the creator and destroyer of it.
Nords, however, know that the Imperials have a narrow understanding of their beliefs. They believe that their Alduin of legend is not Akatosh, but is in fact another deity entirely. They see him as a great dragon, but not the Great Dragon, recognizing him in addition to Akatosh. The Alduin of Nordic folklore depicts him as the horrible, ravaging firestorm that destroyed the last world to begin this one. Alduin himself is in fact a dragon, but one so ancient, and so powerful, that he devours the souls of the dead in Sovngarde to maintain his own power. The Nords work diligently to keep Alduin asleep.
King of Dragons. Before Alduin, dragons were bestial creatures, acting on an instinct of hatred and grasping for power. Alduin united the dragons, creating their civilization as king, and waged a war against mankind. Paarthurnax, the legendary dragon atop the Throat of the World, joined Alduin as his lieutenant during the Dragon War, engaging in atrocities and great destruction.
In time, Paarthurnax grew tired of Alduins reign, deciding to teach mortals the Thu’um to use as a weapon against the World Eater and others of his kind. Together, with the use of the voice, they brought Alduin to battle and defeated him, though not truly. The mortal masters created a new Thu’um, the Dragonrend Shout, crippling Alduin by forcing him to experience the concept of mortality. Then, when he was weakened, the mortal heroes used an Elder Scroll to cast Alduin adrift on the currents of time. As all dragons are children of Akatosh, they are attuned to the flow of time, and so, it was destined that Alduin would return once again.
Lair and Lair Actions
Alduin can create a lair anywhere on Mundus, often preferring tall mountainous regions far from mortal civilizations. He also lairs in Sovngarde, where he feeds on the souls of fallen heroes to regain his strength. Here, in the Aetherius, is the only place Alduin can truly be defeated, but it is also where he is the strongest. Regardless of where Alduin chooses to claim, the region is filled with thick fogs, blinding others to his location.
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:
Soul Fog. Alduin blankets a 60 foot radius sphere in soul-snaring fog. Anything in this fog is heavily obscured, and any creature that dies in the fog has their soul consumed by Alduin, giving him temporary hit points equal to the creature’s challenge rating or level. Alduin can also see through this fog as if it were open air. The fog lasts for 1 hour or until dispelled by a strong wind.
Word of the World-Eater. Alduin can roll to recharge his Dragon Shouts action.
Hunter of Souls. Alduin learns the location of one creature in his lair that he is aware of but is hidden from him.
REGIONAL EFFECTS
The region surrounding Alduin is altered by the great dragon’s magic, creating one or more of the following regional effects:
World-Eater’s Snare. Within 6 miles of his lair, Alduin can blanket the land in a soul-snaring fog. Anything in this fog is heavily obscured, and any creature that dies in the fog has their soul consumed by Alduin, giving him temporary hit points equal to the creature’s challenge rating or level. Alduin can also see through this fog as if it were open air.
Knowledge of Akatosh. Alduin can use a Dragon Shout that any creature within 1 mile of his lair knows, except for the Dragonrend shout.
Lord of All Dova. Alduin knows the name of any dragon within 6 miles of his lair. Through a shared bond, Alduin can communicate telepathically with any dragon within 3 miles of his lair.
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