| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 20 | +5 | +5 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 26 | +8 | +14 |
| WIS | 26 | +8 | +14 |
| CHA | 30 | +10 | +16 |
Legendary Resistance (3/day): whenever ardere fails a saving throw, he can choose to instead roll another d20 and take the highest roll
Spellcasting. Ardere can cast the following spells using charisma as the spellcasting ability (spell save dc 20):
At will: hellish rebuke (level 4 version), dragon's breath (level 4 version), scorching ray (level 4 version), heat metal (level 4 version), fireball (level 4 version), melf's minute meteors (level 4 version), wall or fire
2/day each: flame strike, immolation, fire storm
1/day each: meteor swarm
Immolating fire: whenever ardere deals fire damage to a creature, he can choose to also burn the target, setting them aflame, the affected creature takes 3d6 fire damage at the beginning of each of its turns, and it lasts for 3 of the affected creatures' turns. whenever ardere deals fire damage in an area of effect, that area is set aflame, and starts to burn for the duration of the spell and 2 turns after, dealing 3d6 fire damage to any creature that enters the area for the first time on its turn or starts its turn there, and this is counted as difficult terrain. Creatures immune to difficult terrain still take the damage. (This stacks with wall of fire)
Fiery absorption: when ardere takes fire damage, he heals 3d10 health and either gains advantage on his next saving throw or attack roll.
Unquenchable blaze: this ardere's fire damage ignores resistance and Immunity
Walking calamity: When ardere casts meteor swarm, he can choose to also summon 16 other meteors, with the same effects and radius
Multi attack: ardere can make 3 Attacks, using his claws and any of his at will spells in any combination, or substituting 2 Attacks for another of his spells
Claw Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: 32 (4d10 + 10) fire damage.
Ardere can take 4 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. Ardere regains spent legendary actions at the start of his turn.
Flare (Costs 1 Action). Each creature within a 20 foot radius from ardere must make a dc 20 constitution saving throw. On a fail they take 3d6 fire damage, 3d6 radiant damage and are blinded until the end of arderes next turn. On a save they take half damage and aren't blinded
Cast spell (Costs 2 Actions). Ardere can cast one of his spells
Blitz (Costs 1 Actions). Ardere can move up to 60ft, without provoking opportunity attacks, this movement doesn't get slowed down moving through other creatures spaces and any creature he moves through the space of must make a dc 20 Dexterity saving throw. On a fail they take 3d10 fire damage and are knocked prone. On a success they take half damage and aren't knocked prone.
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