World-Eater’s Presence (Mythic Trait)
When Alduin is reduced to 0 hit points for the first time, he doesn’t die. Instead, he restores to half HP (290), and all Shouts recharge. His body radiates apocalyptic power. During this phase:
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His Shout DC increases by +2
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He gains resistance to all damage (instead of just some)
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The terrain within 120 feet becomes difficult terrain (ash, firestorms, temporal distortion)
Legendary Resistance (3/Day)
If Alduin fails a saving throw, he can choose to succeed instead.
Magic Resistance
Alduin has advantage on saving throws against spells and magical effects.
Magic Weapons
Alduin’s attacks are considered magical.
Devour Soul
When Alduin reduces a creature to 0 hit points, he absorbs its soul, gaining 20 temporary hit points and recharging one of his Shout abilities.
Draconic Majesty
Any creature that starts its turn within 30 feet of Alduin must succeed on a DC 20 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds is immune to this effect for 24 hours.
Eater of Time
Time bends in Alduin's presence. At the start of combat, roll 1d6:
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On a 6, Alduin takes two turns per round, one on initiative count and one at initiative count –10.
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Multiattack. Alduin makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 31 (4d10 + 9) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 19 (3d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 23 (3d8 + 10) bludgeoning damage.
Phase Through Time (Recharge 4–6).
Bonus Action.
Alduin briefly warps through the timestream. He becomes ethereal until the start of his next turn, allowing him to move through creatures and objects as if they were difficult terrain. If he ends his movement inside a creature or object, he is shunted to the nearest open space and takes 1d10 force damage.
Draconic Fury.
Bonus Action.
Alduin makes one additional claw attack.
Thu’um Echo.
Bonus Action; once per short rest.
Alduin can immediately recharge one Shout ability that is on cooldown.
Draconic Counter
When a creature within 10 feet hits Alduin with a melee attack.
Alduin lashes out with his tail or wing.
Effect: The attacker must make a DC 22 Dexterity saving throw or take 23 (3d8 + 10) bludgeoning damage and be pushed 10 feet away.
Temporal Shift (Recharge 5–6)
When Alduin would fail a saving throw or take a critical hit.
Effect: Alduin shifts slightly in time, avoiding the worst of the effect. He rerolls the saving throw with advantage, or the critical hit becomes a normal hit.
Shout Riposte
When a creature within 60 feet casts a spell or uses an ability targeting Alduin.
Effect: As a reaction, Alduin uses Thu’um Echo to unleash a weakened shout (such as Fus — a mini-force push):
Each creature in a 15-ft cone must make a DC 18 Strength saving throw or be pushed 10 feet and fall prone.
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. He regains spent legendary actions at the start of his turn.
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Detect. Alduin makes a Wisdom (Perception) check.
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Wing Attack (Costs 2 Actions). Each creature within 15 feet must succeed on a DC 25 Dex save or take 13 (2d6 + 10) bludgeoning damage and be knocked prone. Alduin then flies up to half his flying speed.
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Shout (Costs 3 Actions). Alduin uses one of his Shout abilities that is available.
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