Medium Fey, Lawful Neutral
Armor Class 21 Natural Armor and Shield
Hit Points 323 (20d8 + 232)
Speed 50 ft., Burrow 40 ft., Fly 90 ft., Swim 90 ft.
STR
10 (+0)
DEX
12 (+1)
CON
20 (+5)
INT
18 (+4)
WIS
24 (+7)
CHA
14 (+2)
Saving Throws CON +14, INT +13, WIS +16, CHA +11
Skills Acrobatics +10, Animal Handling +21, Arcana +13, Athletics +9, Deception +11, History +12, Insight +16, Intimidation +11, Investigation +13, Medicine +15, Nature +11, Perception +21, Performance +16, Persuasion +21, Religion +11, Sleight of Hand +10, Stealth +10, Survival +15
Damage Resistances Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 120 ft., Tremorsense 60 ft., Truesight 60 ft., Passive Perception 31
Languages Celestial, Common, Draconic, Druidic, Dwarvish, Elvish, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Innate Spellcasting. Asriel's innate spellcasting ability is Wisdom (spell save DC 27). He can innately cast the following spells, requiring no material components:

  • At will: detect magic, druidcraft, mending, purify food and drink, thaumaturgy
  • 1/day each: bless, ceremony, create or destroy water, cure wounds, entangle, snare, shield

Magic Resistance. Asriel has advantage on saving throws against spells and other magical effects.


Symbiotic Entity (2/Day). Asriel can use a bonus action to expend a use of his Wild Shape to awaken the spores around him, rather than transforming. When he does so, he gains 80 temporary hit points, and his melee weapon attacks deal an extra 2d6 necrotic damage. These benefits last for 10 minutes, until the temporary hit points are depleted, or until he uses his Wild Shape again. While this feature is active, his Circle of Spores features gain additional benefits.


Halo of Spores (15 ft. radius). While his Symbiotic Entity is active, when a creature Asriel can see moves into a space within 15 feet of him or starts its turn there, Asriel can use his reaction to deal 2d4 necrotic damage to that creature.


Fungal Infestation (2/Day). When a beast or humanoid within 10 feet of Asriel dies, he can use his reaction to animate it, causing it to stand up as a zombie for 1 hour. The zombie has a challenge rating of 1/4 (50 XP), no actions except for attacking with its fists, and its hit points are equal to Asriel's druid level (20). The zombie acts immediately after Asriel on the same initiative count. Asriel can control up to four such zombies at a time.

Protective Wings (9/Long Rest). When Asriel or another creature he can see within 5 ft. of him is hit by an attack, he can use his reaction to grant a +6 bonus to the target’s AC against that attack roll, potentially causing it to miss.

Spelldriver. When Asriel uses his bonus action to cast a spell of 1st level or higher, he can also use his action to cast another spell of 1st level or higher. However, if he casts two or more spells in a single turn, only one of them can be 3rd level or higher.

Alert. Asriel adds +9 to his initiative rolls. Immediately after he rolls initiative, he can swap his initiative with the initiative of one willing ally in the same combat, provided neither he nor the ally is incapacitated.

Chef. When Asriel rolls a Hit Die to regain hit points during a short rest, the minimum number of hit points he regains equals 10. Also, when he finishes a long rest, he can prepare special food that provides each creature that consumes it (up to 10) 2d4 temporary hit points.

Observant. Asriel has a +5 bonus to his passive Perception and passive Investigation scores. If he can see a creature's mouth while it is speaking a language he understands, he can interpret what it's saying by reading its lips.

Keen Mind. Asriel always knows which way is north, the number of hours left before the next sunrise or sunset, and can accurately recall anything he has seen or heard within the past month.

Linguist. Asriel can create written ciphers that others can't decipher unless he teaches them, they succeed on an Intelligence check (DC 24), or they use magic to decipher it.

Devil's Sight. Asriel can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.

Durable. When Asriel rolls a Hit Die to regain hit points, the minimum number of hit points he regains from the roll equals 10.

Asriel is a 20th-level druid. His spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). He has the following druid spells prepared:

  • Cantrips (at will): Druidcraft, Magic Stone, Mold Earth, Poison Spray, Produce Flame, Primal Savagery, Sacred Flame, Starry Wisp, Spare the Dying, Thorn Whip, Encode Thoughts, Message
  • 1st Level (4 slots): Charm Person, Entangle, Goodberry, Healing Word, Cure Wounds, Create or Destroy Water, Snare, Shield
  • 2nd Level (3 slots): Blindness/Deafness, Earthbind, Gentle Repose, Hold Person, Pass without Trace, Augury (ritual), Silence (ritual), Magic Mouth (ritual), Skywrite (ritual)
  • 3rd Level (3 slots): Animate Dead, Call Lightning, Freedom of the Waves, Gaseous Form, Revivify, Tidal Wave, Meld into Stone (ritual), Water Walk (ritual), Leomund's Tiny Hut (ritual), Phantom Steed (ritual), Water Breathing (ritual)
  • 4th Level (3 slots): Blight, Charm Monster, Confusion, Grasping Vine, Hallucinatory Terrain, Ice Storm, Divination (ritual), Contact Other Plane (ritual)
  • 5th Level (3 slots): Cloudkill, Contagion, Greater Restoration, Maelstrom, Wrath of Nature, Commune (ritual), Rary's Telepathic Bond (ritual)
  • 6th Level (2 slots): Heal, Investiture of Wind, Transport via Plants
  • 7th Level (2 slots): Reverse Gravity, Whirlwind
  • 8th Level (1 slot): Feeblemind, Sunburst, Demiplane
  • 9th Level (1 slot): Shapechange, True Resurrection
Actions

Multiattack. Asriel can make two melee spell attacks.

Thorn Whip (Cantrip). Melee Spell Attack: +19 to hit, reach 30 ft., one creature. Hit: 1d6 + 7 piercing damage, and if the target is Large or smaller, Asriel can pull it up to 10 feet closer to him.

Spore Attack (While Symbiotic Entity is Active). Melee Spell Attack: +19 to hit, reach 5 ft., one creature. Hit: 1d8 + 7 bludgeoning damage plus 2d6 necrotic damage.

Manifest Bright Light Domain (1/Long Rest). Asriel can use an action to attempt to manifest his Bright Light Domain. He must succeed on a DC 25 Constitution saving throw. On a success, he manifests his domain, gaining access to additional actions (specifics of these actions can be found in Lair and regional actions). Additionally, he can cast demiplane (8th level) once per long rest without expending a spell slot.

Bonus Actions

Symbiotic Entity (2/Day). Asriel can expend a use of his Wild Shape to awaken the spores around him, rather than transforming. When he does so, he gains 80 temporary hit points, and his melee weapon attacks deal an extra 2d6 necrotic damage. These benefits last for 10 minutes, until the temporary hit points are depleted, or until he uses his Wild Shape again. While this feature is active, his Circle of Spores features gain additional benefits.

 

Reactions

Halo of Spores (15 ft. radius). While his Symbiotic Entity is active, when a creature Asriel can see moves into a space within 15 feet of him or starts its turn there, Asriel can use his reaction to deal 2d4 necrotic damage to that creature.

Protective Wings (9/Long Rest). When Asriel or another creature he can see within 5 ft. of him is hit by an attack, he can use his reaction to grant a +9 bonus to the target’s AC against that attack roll, potentially causing it to miss.

Legendary Actions

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

Summon Mage Hunter Golem (Costs 1 Action). Asriel summons one Mage Hunter Golem (from Critical Role: Call of the Netherdeep, Challenge Rating 15) to fight for him. It appears within 30 feet of Asriel in an unoccupied space and obeys his verbal commands.

Summon Purple Worm (Costs 2 Actions). Asriel summons two Purple Worms (from the Monster Manual, Challenge Rating 15) to fight for him. They appear within 30 feet of Asriel in unoccupied spaces and obey his verbal commands.

Summon Guardian Tarrasque (Costs 3 Actions). Asriel summons one Tarrasque (from the Monster Manual, Challenge Rating 30) to fight for him. It appears within 60 feet of Asriel in an unoccupied space and obeys his verbal commands. This Tarrasque gains the following reaction:

"Protection Protocol." When an ally the Tarrasque can see within 60 feet of it is targeted by an attack, the Tarrasque can use one reaction to magically swap places with the ally. The Tarrasque becomes the target of the attack instead.

Description

This character is actually just a character sheet turned into a statblock. Don't mind it.

Lair and Lair Actions

Asriel Dreemur materializes its domain within a 300-foot radius centered on itself. This domain is a field of intensely bright, shimmering energy that lasts for 1 minute or until Asriel dismisses it (no action required). While the domain is active, the following effects occur: 

Lair Actions

On initiative count 20 (losing initiative ties),  [Asriel] takes a lair action to cause one of the following effects; [Asriel] can’t use the same effect two rounds in a row:

Radiance. Every creature other than Asriel Dreemur within the domain must succeed on a DC 26 Constitution saving throw or be blinded until the domain ends. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn.

Radiant Scourge. At the start of each of its turns while the domain is active, each creature other than the Asriel Dreemurr within the domain takes 21 (6d6) radiant damage.

Dragon's Sight. Asriel Dreemur is immune to the blinded condition while its domain is active and can see normally within it, regardless of any visual obstructions. Also while its domain is active, all magical and nonmagical darkness ceases to exist inside of the domain.

Regional Effects

The region surrounding Asriel Dreemurr's influence is often suffused with a strange, shimmering energy and exhibits the following effects:

Shimmering Aura. Within 6 miles of Asriel's domain (even when not materialized), the air often shimmers with faint, colorful light. Creatures sensitive to such energies (such as those with the detect magic spell active) may experience mild headaches or a sense of unease.

Psychic Echoes. Within 3 miles of Asriel's domain, faint whispers and fleeting images occasionally drift through the minds of sentient creatures. These are not coherent thoughts or visions but rather echoes of Asriel's powerful psionic presence. Creatures proficient in Wisdom (Insight) checks can attempt a DC 20 check to recognize these as residual psychic energy.

Unnatural Stillness or Ferocity. Within 1 mile of Asriel's domain, the natural world can exhibit contradictory effects. At times, the area may fall into an unnerving stillness, with animals becoming unusually docile and the wind ceasing. At other times, bursts of wild energy can cause animals to become agitated and aggressive, and minor storms might spontaneously erupt.

Crystalline Formations. Within the immediate vicinity of Asriel's domain (within 1,000 feet), small, amethyst-like crystals may spontaneously form on surfaces. These crystals are cool to the touch and faintly radiate a soft, internal light. They crumble to dust if removed from the area for more than 24 hours.

These regional effects fade once the domain fades.

Previous Versions

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