Gargantuan Dragon (Chromatic), Lawful Neutral
AC 22    Initiative +14 (24)
HP 225 (26d20 + 208)
Speed 40 ft., Burrow 40 ft., Fly 80 ft.
Mod Save
STR 29 +9 +9
DEX 12 +1 +8
CON 27 +8 +15
Mod Save
INT 20 +5 +5
WIS 18 +4 +11
CHA 25 +7 +14
Skills Perception +17, Stealth +7
Resistances Cold, Lightning, Necrotic, Thunder
Immunities Force, Radiant; Charmed, Frightened, Prone
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
Languages Common, Draconic
CR 23 (XP 50,000, or 62,000 in lair; PB +7)
Traits

Paragon Fortitude (3 Pools of 225 HP). Ashardalon has three separate pools of hit points, each tracked independently. Damage and healing must be applied to a single pool. When a pool is reduced to 0 hit points, all ongoing effects and conditions affecting Ashardalon immediately end. A depleted pool cannot regain hit points until Ashardalon finishes a long rest. If all three pools are reduced to 0 hit points, Ashardalon is slain.

Paragon Fury. Ashardalon gains one additional turn each round for each depleted hit point pool. Determine initiative normally for Ashardalon's first turn. Each additional turn is inserted immediately after any player's turn.

Future Sight. Once per round, when Ashardalon is hit by an attack roll, it can force the attacker to reroll the attack. The new result must be used. Ashardalon must use this feature before damage is rolled.

Aeonfire Backlash. When one of Ashardalon's hit point pools is reduced to 0, all conditions and effects affecting it immediately end. Aeonfire immediately recharges and Ashardalon may immediately use Aeonfire as a reaction. When Ashardalon enters its final hit point pool, it immediately activates Foresight of Ages if it has not already done so.

Fortitude Recharge. Some of Ashardalon's abilities recharge whenever one of its hit point pools is reduced to 0. If an ability specifies it, Ashardalon may immediately use that ability as a reaction when it recharges.

Actions

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Force damage.

Open Eyes (Recharge 5–6) Ashardalon opens their eyes. Each creature of Ashardalon's choice within 120 feet that can see it must succeed on a DC 23 Wisdom saving throw. on a Failure, The creature is Frightened for 1 minute. If the save fails by 5 or more, the creature is also Stunned until the end of its next turn. A frightened creature may repeat the save at the end of each of its turns.

Be Still Target creatures in a 30ft sphere must make a DC 23 Charisma Saving throw or lose their reactions and bonus actions until the end of their next turn.

Silence Ashardalon creates an 80 ft aura of silence centering on themself. Spells with verbal components cannot be cast until the beginning of Ashardalon's next turn.

Aeonfire (Recharge 5-6). Constitution Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. On a failed save, creatures take 88 (16d10) Force damage, and the creature's speed is halved and it cannot take reactions until the end of its next turn. On a successful save creatures take half damage.

Be Gone (Recharge 5-6). Ashardalon targets one creature it can see within 120 feet. The target must succeed on a DC 23 Wisdom saving throw or vanish from the battlefield, banished to the birth of the universe. At the end of its next turn, the creature reappears in the nearest unoccupied space to where it vanished taking 88 (16d10) radiant damage. 

Future Sight (1/Day). Ashardalon peers through countless futures. For 1 minute, Ashardalon has advantage on attack rolls, ability checks, and saving throws, and attack rolls against it are made with disadvantage.

Bonus Actions

Rewind Position (Recharge 5-6). Ashardalon chooses a creature it can see within 120 feet. The target must succeed on a DC 23 Charisma saving throw or be teleported to the space it occupied at the end of its previous turn.

Reactions

Legendary Reactions. Ashardalon can take one legendary reaction per turn.

Temporal Rebound. When Ashardalon succeeds on a saving throw forced by another creature, choose the creature that forced the save. That creature must succeed on a DC 23 Intelligence saving throw or have disadvantage on the next saving throw it makes before the end of its next turn.

Witness. Whenever Ashardalon takes 40+ damage from one attack, the attack succeeds. But the attacker must make a DC 23 Constitution save. On a failed save the creature is Blinded until end of their next turn.

Slip Between Moments. When a creature ends its turn within 30 feet of Ashardalon, Ashardalon teleports up to 30 feet to an unoccupied space it can see.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Ashardalon can expend a use to take one of the following actions. Ashardalon regains all expended uses at the start of each of its turns.

Time Slip (Costs 1 Action). Ashardalon teleports up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of the space it left must succeed on a DC 23 Dexterity saving throw or take 16 (3d10) Force damage.

Collapse Distance (Costs 1 Action). Ashardalon chooses a creature it can see within 120 feet. The target must succeed on a DC 23 Charisma saving throw or be teleported to an unoccupied space within 15 feet of Ashardalon.

Fracture Timeline (Costs 1 Action). Choose two creatures Ashardalon can see within 120 feet. Those creatures immediately swap positions.

Chronal Collapse (Costs 2 Actions). Ashardalon chooses a point it can see within 120 feet. Time violently contracts in a 20-foot-radius sphere centered on that point. Each creature in the area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 33 (6d10) Force damage and its speed becomes 0 until the start of its next turn. On a successful save, the creature takes half damage.

Be Not Afraid (Costs 3 Actions) Ashardalon unfolds every eye. Every wing. Every halo. Every creature that can see Ashardalon must make a DC 23 Wisdom save. On a failed save the creature is Stunned Frightened and Blinded Until the end of its next turn. On a successful save the creature is frightened until end of next turn. All creatures (including Ashardalon) are teleported together to a new random location. 

Description

Ashardalon was the final boss/dragon for my two year long  campaign. They are an ancient dragon that devours worlds and acted as a set-piece and backdrop for most of the campaign. My characters collected and built six mechs that countered several of Ashardalon's abilities and discovered an artifact that would seal Ashardalon away. Hence why this statblock is so brutal. The trick with Ashardalon is that as they are more injured they get more actions, and Ashardalon begins to prioritize disabling the players and wearing them down over time.  If a character truly damages Ashardalon then they use their 'Be Gone' skill. 

Lair and Lair Actions

Lair Actions. On Initiative Count 20 (losing initiative ties), Ashardalon causes a temporal distortion. The effect depends on its current hit point pool.

Phase I: The Fractured Present (3 Pools Remaining)

Roll 1d3:

1. Temporal Echo. Choose one creature Ashardalon can see. A ghostly echo appears where that creature stood at the start of its previous turn. Until Initiative Count 20 of the next round, creatures ending their turn within 5 feet of the echo have disadvantage on the next attack roll they make.

2. Forgotten Moment. Choose one creature Ashardalon can see. That creature cannot take reactions until Initiative Count 20 of the next round.

3. Future Sight. A future version of one creature briefly appears. That creature has advantage on the next attack roll, saving throw, or ability check it makes before Initiative Count 20 of the next round.

Phase II: The Shattered Future (2 Pools Remaining)

Roll 1d3:

1. Temporal Fracture. Choose two creatures Ashardalon can see. Those creatures immediately swap positions.

2. Aging Wave. Time rushes forward in a 30-foot-radius area Ashardalon can see. Until Initiative Count 20 of the next round, the area becomes difficult terrain as stone cracks, metal rusts, and the landscape decays.

3. Borrowed Future. Choose one creature Ashardalon can see. That creature may immediately move up to half its speed without provoking opportunity attacks.

Phase III: The End of Time (1 Pool Remaining)

Ashardalon chooses one of the following effects:

1. Echoes of Possibility. Choose one creature Ashardalon can see. That creature immediately repeats the last attack it made against the same target if possible.

2. The Hour Stands Still. Until Initiative Count 20 of the next round, no creature can take reactions.

3. The World Remembers. For a brief instant, the battlefield is replaced by a location from the campaign's past. All creatures remain in the same relative positions. Reality returns at the start of the next round.

Previous Versions

Name Date Modified Views Adds Version Actions
7/6/2026 5:47:37 PM
6
1
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Coming Soon

Habitat: Planar (Astral Plane)

Bosnar

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