| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +15 |
| DEX | 18 | +4 | +4 |
| CON | 24 | +7 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +6 |
| WIS | 20 | +5 | +12 |
| CHA | 25 | +7 | +14 |
Fire Aura. At the end of each of the Avatar of Surtur's turns, each creature of his choice in a 15-foot Emanation originating from the Avatar of Surtur takes 27 (5d10) Fire damage unless he has the Incapacitated condition. Creatures within 5 feet of the Avatar of Surtur also start burning.
Illumination. The Avatar of Surtur sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Legendary Resistance (4/Day, or 5/Day in Lair). If the Avatar of Surtur fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Avatar of Surtur has advantage on saving throws against spells and other magical effects.
Regeneration. The Avatar of Surtur regains 15 Hit Points at the start of each of his turns. If the Avatar of Surtur takes Cold damage, this trait doesn’t function on the Avatar of Surtur's next turn. The Avatar of Surtur's body dies only if he starts his turn with 0 Hit Points and doesn’t regenerate. Surtur must then choose a new Avatar, which takes 10d10 years, after which point his new Avatar gains all the original body's Hit Points.
Multiattack. The Avatar of Surtur makes two attacks, using Burning Greatsword and Primal Flame in any combination. He can replace one attack with a casting of Heat Metal (level 4 version)
Burning Greatsword. Melee Attack Roll: +15, reach 15 ft. Hit: 18 (3d6 + 8) Slashing damage plus 13 (3d8) Fire damage, and the target is Blinded until the start of the Avatar of Sutur's next turn.
Primal Flame. Ranged Attack Roll: +14, range 150 ft. Hit: 33 (4d12 + 7) Fire damage, and the target cannot become Invisible until the start of the Avatar of Surtur's next turn.
Spellcasting. The Avatar or Surtur casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):
At Will: Crown of Madness, Hallow, Command (level 2 version), Heat Metal (level 4 version)
1/Day Each: Transmute Rock, Antilife Shell, Immolation
Reposition (3/Day, or 4/Day in Lair). The Avatar of Surtur casts Misty Step, using the same ability as Spellcasting.
Hellish Counter (3/Day, or 4/Day in Lair). The Avatar of Surtur speaks a profane word and casts Counterspell using the same ability as Spellcasting. A creature that fails the Constitution saving throw additionally takes 11 (2d10) Necrotic damage.
Legendary Action Uses: 3 (4 in lair). Immediately after another creature’s turn, the Avatar of Surtur can expend a use to take one of the following actions. The Avatar of Surtur regains all expended uses at the start of each of his turns.
Burning Vengeance. The makes one Burning Greatsword or Primal Flame attack.
Unholy Demand. The Avatar of Surtur uses Spellcasting to cast Crown of Madness or Command. The Avatar of Surtur can’t take this action again until the start of his next turn.
Sunder Earth. The Avatar of Surtur stomps his foot, causing a shockwave to erupt from the point of impact. Strength Saving Throw: DC 23, all creatures in a 30-ft. Emanation from the Avatar of Surtur. Failure: 21 (6d6) Bludgeoning damage, and the target is pushed back 10 feet and Restrained by rubble (escape DC 15). Success: Half damage, and the creature is pushed back 5 feet and not Restrained. Success or Failure: The Avatar of Surtur can’t take this action again until the start of his next turn.
Description
Surtur, the Primus of Salamandastron and chief god of the fire giants, rules with a flaming iron fist over his subjects. Rarely leaving his throne on the plane of Musphelheim, Surtur instead inhabits the body of a giant that he fashions into his likeness, with but a fraction of his true power. Still, he has been the undisputed ruler of Musphelheim and Salamandastron for millennia, and his current avatar has housed his spirit for as long as song can recall.
Lair and Lair Actions
The Avatar of Surtur resides in his palace in the heart of Mount Hephaesteon, an active volcano. As such, his magic has suffused the region around his palace, creating the following effects:
Magma Geysers. The ground around the lair will crack spontaneously and spew geysers of lava into the air. On Intiative count 20 (losing initiative ties), the following effect occurs. Dexterity Saving Throw: DC 15, one creature in the lair. Failure: The creature is hit with a geyser of lava under its feet, taking 5 (1d10) Fire damage, and its speed is reduced to 0 until the end of its next turn.
Planar Attraction. The lair is magically linked to the Elemental Plane of Fire and Baator, and creatures from those planes will be found frequently in the area, especially hell hounds.
Choking Fog. A thick cloud of fog perpetually circulates in the lair. Any creature (excluding the Avatar of Surtur and his allies) that finishes a Short Rest while within the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
If the Avatar of Surtur dies or moves its lair elsewhere, these effects end immediately.
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