Tiefling Traits
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Darkvision:
Arkanis can see in darkness within 60 ft. as if it were dim light. -
Hellish Resistance:
Arkanis has resistance to fire damage (already represented in his stat block). -
Infernal Legacy:
Arkanis has innate spellcasting due to his Tiefling blood, though as a powerful Pyromancer he has transcended the usual limitations. His natural magic has fused into his spell list:-
At-will: Thaumaturgy
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1/day each: Hellish Rebuke (cast at 3rd level), Darkness
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Ashborn Heritage (Variant, Optional):
Since he's your big bad, you could give him a custom Tiefling trait like:-
Ashborn: Arkanis ignores penalties from obscured vision caused by smoke, ash, or fire-based effects, including magical ones.
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Spellcasting
Arkanis the Ashbinder is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Arkanis has the following Wizard (Pyromancer-themed) spells prepared:
Cantrips (at will):
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Fire Bolt
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Control Flames
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Prestidigitation
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Thaumaturgy (Tiefling innate)
1st level (4 slots):
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Shield
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Mage Armor
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Burning Hands
2nd level (3 slots):
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Scorching Ray
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Mirror Image
3rd level (3 slots):
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Counterspell
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Fireball
4th level (3 slots):
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Greater Invisibility
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Wall of Fire
5th level (2 slots):
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Flame Strike
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Dominate Beast (for controlling his Griffon or other beasts)
6th level (1 slot):
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Globe of Invulnerability
7th level (1 slot):
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Fire Storm
Actions
Ashen Staff (Melee Attack)
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage + 7 (2d6) fire damage.
The target must succeed on a DC 17 Constitution saving throw or catch fire, taking 5 (1d10) fire damage at the start of each of its turns until it or another creature uses an action to extinguish the flames.
Ashen Flare (Recharge 5–6)
Arkanis releases a blinding burst of ash and fire in a 20-foot-radius sphere centered on himself.
Each creature in the area must make a DC 17 Dexterity saving throw.
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On a failure: takes 21 (6d6) fire damage, is blinded until the end of its next turn, and is pushed 10 feet away from Arkanis.
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On a success: takes half damage and isn't blinded or pushed.
Signature Attack:
Infernal Lance (Recharge 5–6)
Ranged Spell Attack: +9 to hit, range 120 ft., one target.
Hit: 28 (8d6) fire damage + 9 (2d8) force damage.
On a hit, the target must succeed on a DC 17 Strength saving throw or be knocked prone and restrained by searing chains of molten rock. While restrained, the target takes 7 (2d6) fire damage at the start of each of its turns.
The restrained condition lasts until the end of Arkanis' next turn or until the target escapes with a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
Bonus Actions
Flame Jet (Recharge 4–6)
Arkanis propels himself up to 20 feet in any direction, even through the air, on a burst of flame.
This movement does not provoke opportunity attacks.
When he leaves a space this way, each creature within 5 feet of the origin point must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) fire damage.
Reactions
Flame Rebuke
When a creature within 30 feet of Arkanis deals damage to him with an attack or spell, Arkanis can unleash a retaliatory burst of flame.
The attacking creature must make a DC 17 Dexterity saving throw.
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On a failed save: The creature takes 10 (3d6) fire damage and catches fire, taking 5 (1d10) fire damage at the start of each of its turns until it or another creature uses an action to extinguish the flames.
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On a successful save: The creature takes half damage and does not catch fire.
Legendary Actions
Arkanis 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. Arkanis regains spent legendary actions at the start of his turn.
Blazing Step (Costs 1 Action)
Arkanis teleports up to 20 feet to an unoccupied space he can see, leaving behind a burst of flame.
Each creature within 5 feet of the space Arkanis left must make a DC 17 Dexterity saving throw or take 7 (2d6) fire damage.
Scorching Rebuke (Costs 2 Actions)
Arkanis targets a creature within 60 feet that damaged him since the end of his last turn.
The target must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save or half as much on a successful one. On a failed save, the target is also set ablaze, taking 5 (1d10) fire damage at the start of its next turn unless extinguished.
Smoldering Pulse (Costs 3 Actions)
Arkanis releases a burst of burning energy.
Each creature within 10 feet of him must make a DC 17 Constitution saving throw. On a failed save, a creature takes 10 (3d6) fire damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
Mythic Action Name. 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
Description
Arkanis the Ashbinder is a Tiefling Pyromancer who wields the destructive power of elemental flame with terrifying precision. Once a scholar of arcane traditions, he became obsessed with the purifying force of fire, believing that only through destruction can the world be reforged. His charred horns, molten-cracked skin, and ever-burning eyes mark him as one forever touched by fire.
Mounted upon a fire-scorched griffon, Arkanis strikes from above, leaving entire cities as nothing more than smoldering ruins. His mastery over flame is more than mere magic—it is an extension of his will. Every spell he casts leaves the air thick with smoke and the ground scorched. He commands the battlefield like a wildfire, driving enemies into panic with relentless heat and burning wrath.
Arkanis does not seek treasure or power, but a world reborn in ash.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Mar 30, 2025He has no lair, but the lair section still remains. I couldn't figure out how to remove it.