Medium Construct
Armor Class 23 natural armor
Hit Points 337 (27d8 + 216)
Speed 30 ft.
STR
25 (+7)
DEX
11 (+0)
CON
28 (+9)
INT
23 (+6)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +14, CON +16, INT +13
Damage Resistances Fire, Psychic, Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 120 ft., Passive Perception 15
Languages All
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Core Meltdown (Recharges after a Short or Long Rest). If Askaelion would be reduced to 0 hit points, he current hit point total reset to 300 hit points, he recharges his Crucible Blast, and he regains any expended uses of Legendary Resistance. Additionally, Askaelion can now use the options in the "Mythic Actions" section for 1 hour.

Frost Aversion. When Askaelion takes cold damage, he must roll 1d6. On a roll of 3 or lower, he can only take an action, a bonus action, or move. If he takes an action, he cannot use his Crucible Blast, as his core has cooled.

Legendary Resistance (3/day). If Askaelion fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Askaelion makes three slam attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 20 (3d12 + 7) bludgeoning damage plus 15 (2d6 + 9) necrotic damage.

Crucible Blast (Recharge 5-6). Askaelion charges up energy in his core that he then unleashes in a beam. Creatures in a 100 ft. long and 5 ft. wide area must make Dexterity saving throws (DC 24), taking 55 (10d10) necrotic damage on a failed save, or half as much on a success.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Conduit (3/day). When Askaelion does a slam attack, he may use his reaction to create a pillar of crystal at a point he can see within 60 ft. of himself that acts as a conduit for his core to channel through. Any creature that is an enemy of Askaelion that starts its turn within 20 ft. of a pillar must make succeed on a Constitution saving throw (DC 24) or take 13 (2d12) radiant damage and have their movement speed reduced by 10 ft. as the pillar pulses with energy. On a success the creature takes no damage and their speed isn't reduced.

Legendary Actions

Askaelion 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. Askaelion regains spent legendary actions at the start of his turn.

Irradiated Burst. Askaelion charges up energy and releases a burst around himself with a radius of 15 ft. Any creature inside the burst must make a Dexterity saving throw (DC 24) or take 10 (3d6) necrotic damage.

Conduit Flare (Costs 2 Actions) (Requires Minimum 1 Conduit). Askaelion channels energy into a conduit, causing it to flare up and intensify. Any enemy creature within 30 ft. of the charged conduit must immediately make a Constitution saving throw (DC 24) or be immobilized until the start of Askaelion's next turn.

Mythic Actions

If Askaelion's Core Meltdown trait has activated in the last hour, he can use the options below as legendary actions.

Cooling Protocol (Costs 2 Actions). In a effort to cool the core and avoid a full blown explosion, Askaelion releases an immense amount of heat in an area around himself with a radius of 40 ft. Any creature within this area must succeed a Constitution saving throw (DC 24) or take 83 (15d10) fire damage. Half as much on a success.

Meltdown Imminent (Costs 3 Actions) (Requires health to be below 200). With the core meltdown imminent and unavoidable, Askaelion goes into a wild rampage, trying to use up as much of its energy as possible to mitigate the destructive force of his core explosion. All attacks he makes are at advantage, his speed is doubled, and his armor class is increased by 1. Additionally he no longer receives any affect from his Frost Aversion trait.

Monster Tags: construct

Jessifer30

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