| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +15 |
| DEX | 14 | +2 | +2 |
| CON | 25 | +7 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +10 |
| WIS | 17 | +3 | +9 |
| CHA | 23 | +6 | +6 |
Legendary Resistance (3/Day). If Alduin fails a saving throw, he can choose to succeed.
World-Eater. When a creature dies within 60 ft of Alduin:
- Alduin regains 20 HP
- Gains advantage on his next attack
Dragon of the End Times. Alduin ignores difficult terrain and cannot be knocked prone.
Soul Hunger. If Alduin starts his turn below half HP, he regains 30 HP.
Multiattack. Alduin makes three attacks: one bite and two claws
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 15 (2d6+9) slashing damage
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., 1 target. Hit 32 (3d10+9) piercing damage + (2d8) necrotic damage
Tail. Melee Weapon Attack; +16 to hit, reach 20ft., 1 target. Hit 17 (2d8+9) bludgeoning, target must succeed on a DC 22 Str save or be knocked prone.
Wind Buffet. Creatures within 15 ft take (2d6 +9) bludgeoning damage and must succeed on a DC 22 Dex save or be knocked prone.
Soul Absorb. A creature within 30 ft takes (4d8) necrotic damage and Alduin heals the same amount.
Wing Block. +4 AC against one attack
Devour Magic. When target by a spell Alduin can make a DC 20 Con check, on a success the spell is negated and Alduin heals 3d10 HP.
LEGENDARY ACTIONS (3 Actions).
Wing Attack (Cost 2 Actions). Creatures within 15 ft take, 2d6 + 9 damage, are knocked prone, and Alduin flies up to half speed.
Apocalyptic Blast (Cost 3 Actions). 30 ft radius, creatures within radius must make a DC 20 Dex save, on a failure creatures take (8d10) force damage, on a success creatures take half damage.
Description
Alduin is a colossal black dragon whose presence alone makes the world feel smaller. Larger than any mortal dragon, his body is covered in ancient scales as dark as a moonless night, each one etched with faint draconic runes that glow like dying embers beneath the surface.
His horns sweep backward like the crown of a forgotten god, chipped and scarred from countless ages of war. Jagged spines run the length of his neck and tail, while vast wings stretch across the sky like thunderclouds, blotting out the sun whenever he takes flight.
His eyes burn with a deep crimson light, not with anger, but with certainty—the certainty of an ending that cannot be stopped. When he speaks, his voice echoes like distant thunder, and every word in the Dragon Tongue carries enough power to shake stone and split mountains.
The air around him crackles with ancient magic. Snow melts beneath his feet before instantly freezing again. Storm clouds gather wherever he lingers, and flashes of red lightning illuminate his silhouette against the sky.
Unlike other dragons, Alduin does not see himself as a conqueror or a king. He is the World-Eater—the being destined to consume the current age so that a new one may begin. To him, mortals are little more than fleeting sparks in the darkness of time.
Ancient scars mark his body from battles fought long before recorded history. Dragon bones and ruined kingdoms are the monuments left in his wake. Even among dragons, his presence inspires fear and obedience, for he is not merely their leader—he is the firstborn of dragonkind and the harbinger of the end times.
When Alduin spreads his wings and takes to the sky, the heavens darken. When he roars, the mountains tremble. And when he descends upon the battlefield, even the bravest warriors feel the instinctive urge to flee.
The dragon's scales drank the light of the storm around him. Crimson eyes stared down from a mountain of black scales and ancient hatred. The sky itself seemed to bend around his presence as thunder rolled across the heavens. Before you stood not merely a dragon, but a force of nature—a living apocalypse given form. The World-Eater had come.
Lair and Lair Actions
High atop the ruined temple of Skuldafn, Alduin has claimed a place where the veil between life and death grows thin. Jagged black stone rises from snow-covered cliffs, ancient dragon carvings cover the walls, and the air trembles with the echoes of forgotten shouts.
The sky above is never clear. A perpetual storm churns overhead, lit by flashes of crimson lightning. Snow falls upward as often as it falls down, drawn toward swirling tears in reality opened by Alduin's presence.
Massive dragon bones litter the battlefield, some half-buried in the ice. Ancient towers lean precariously over deep chasms, and crumbling bridges connect sections of the temple. The distant cries of undead dragon's echo through the mountains.
At the center of the ruin stands the World-Eater's Altar, a circular platform of black stone engraved with glowing draconic runes. Here Alduin rests between battles, feeding on the souls of the dead and drawing strength from the approaching end of the world.
Lair Actions
On initiative count 20, Alduin takes a lair action to cause one of the following effects; Alduin can’t use the same effect two rounds in a row:
- Falling Meteors. Random points erupt, creatures on the points that are erupting must make a DC 20 save, on a failure the creature takes 6d10 fire damage, on a success the creature takes half damage.
- Dragon Storm. Wind rages, creatures must make a DC 20 Str save or be knocked prone.
- Call of the End. Alduin summons 1d4 undead warriors.
- Cracked Ground. Ground splits, creatures must make a DC 20 Dex save, on a failure they fall prone and take 5d10 bludgeoning damage, on a success they don't fall prone and take half damage.
Regional Effects
The region containing a legendary Alduin’s lair is everywhere, while in this region one or more of the following effects can occur:
- Storm clouds gather constantly
- The sky darkens unnaturally
- Undead rise more frequently
- Distant roars echo across the land
- Animals flee the region
If Alduin dies, these effects fade over the course of 1d10 days.
Previous Versions
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5/30/2026 5:35:33 AM
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5/30/2026 5:38:48 AM
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6/2/2026 6:34:55 AM
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Coming Soon
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