| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 19 | +4 | +11 |
| CON | 24 | +7 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 23 | +6 | +13 |
| CHA | 16 | +3 | +10 |
Legendary Resistance (5/Day). When the Ascendants fail a saving throw they can choose to succeed instead.
Immovable. Tarion cannot be moved against his will by any means.
Earth- and Thunder-Stance. At the beginning of each of his turns, Tarion changes his stance between Earth-Stance and Thunder-Stance
Earth-Stance: While in the Earth-Stance, Tarion gains the following benefits:
Earth Shield. At the start of his turn, Tarion bestows an Earth Shield onto one of his allies. The targeted ally gains 30 temporary Hit Points and +2 to AC and saving throws until the start of Tarions next turn.
Create Pillars. Tarion gains access to Tectonic Recontruction, which he can use as a Bonus Action.
Thunder-Stance: While in the Thunder-Stance, Tarion gains the following benefits:
Thunder Pulse. At the start of Tarions turn all pillars release their current shockwave.
Resonant Disruption. Tarion gains access to Thunderous Bellow, which he can use as a Bonus Action.
Earthen Pillar. When Tarion creates an Earthen Pillar it starts to pulse shockwaves, which always happen on initiative count of 15 or when stated otherwise. A shockwave deals 2d8 thunder damage to all creatures within 20 feet of the pillar and half of that damage to every other creature, increasing by 2d8 every round the pillar exists. When an Earthen Pillar is destroyed, it immediately releases one final shockwave using its current damage value before collapsing.
A pillar has 75 HP, an AC of 20, Resistances: Piercing, Slashing; Immunitites: Fire, Poison, Psychic; Vulnerablilites: Bludgeoning
Volcanic Eruption: A creature targeted by Volcanic Eruption can destroy a pillar with it by standing within 10 feet of the pillar when Volcanic Eruption resolves.
Lightning Rod: If a creature would take lightning damage while within 10 feet of an Earthen Pillar, the pillar instead takes that damage. The creature takes no lightning damage.
Frozen: A frozen pillar gains 30 temporary Hit Points. While these temporary Hit Points persist it is vulnerable to fire damage.
Multiattack. Tarion makes 3 Attacks, he can replace one with his recharge ability.
Slam (Earth-Stance). Melee Attack Roll: +15, reach 15 ft. Hit: 4d8 + 8 Force damage and 2d8 Bludgeoning damage. The target must succeed on a DC 21 Strength saving throw. Fail: The creature is knocked prone.
Earthen Spike (Earth-Stance). Ranged Attack Roll: +15, range 150 ft. Hit: 3d10 + 8 Force damage and 2d8 Piercing damage. When a creature is hit by 2 Earthen Spikes in one turn, it must succeed a DC 21 Constitution saving throw. Fail: The creature is poisoned until the start of Tarions next turn.
Slam (Thunder-Stance). Melee Attack Roll: +15, reach 15 ft. Hit: 3d8 + 8 Force damage and 3d10 Thunder damage. The target must succeed a DC 21 Constitution saving throw. Fail: The creature is pushed 10 ft. away from Tarion.
Thunderous Spike (Thunder-Stance). Ranged Attack Roll: +15, range 150 ft. Hit: 5d8 + 8 thunder damage. When a creature is hit by 2 Thunderous Spikes in one turn, it must succeed a DC 21 Constitution saving throw. Fail: The creature is deafened until the start of Tarions next turn.
Rippling Earth (Recharge 5-6). Tarion forces every active pillar to create a ripple towards him in a straight line. Each creature within 10 ft. of a pillar or ripple line must succeed on a DC 21 Dexterity saving throw. Fail: 5d12 force damage and 5d12 thunder damage, additionally the creatures movement speed is reduced to 0 until the end of their next turn. Success: Half damage only.
Tectonic Reconstruction (Earth-Stance). Tarions summon 2 Earth Pillars.
Thunderous Bellow (Thunder-Stance). Tarion releases a cry, that resonates with all active pillars. Each creature within 30 ft. of Tarion or a pillar must succeed on DC 21 Wisdom Saving Throw. Fail: The creature loses its reaction and have disadvantage on Concentration saving throws until the start of Tarions next turn.
Reactive Ward. When another Ascendant takes damage. Tarions weaves a ward around them, giving the Ascendant Resistance to one damage type until the end of this turn.
Legendary Action Uses: 4. Immediately after another creature’s turn, the Ascendants can expend a use to take one of the following actions. The Ascendants regains all expended uses at the start of each of Tarions turns.
Strike. One of the Ascendants makes one attack according to their current stance.
Cold Lightning (2 Actions). Cerion freezes one pillar. Larina targets a creature with a Tempest Strike. The creature must succeed on a DC 21 Dexterity saving throw. Fail: 6d8 Lightning damage and unable to take reactions until the end of their next turn. Success: Half damage only. If the creature was within 30 ft. of the frozen pillar, the lightning forks to all creatures within 30ft. of the pillar, forcing the same saving throw. The ice is then removed. If the lightning did not fork, the pillar gains 30 temporary Hit Points.
Shattering Winter (2 Actions). Cerion applies 1 stack of Creeping Cold onto a creature. Tarion then shatters all Creeping Cold stacks of a creature. Each creature within 15 ft. of the targeted creature must succeed a DC 21 Dexterity saving throw, the affected creature does the saving throw with disadvantage. Fail: 2d10 Piercing damage and 2d8 Cold damage for each stack of Creeping Cold shattered. Success: Half damage only.
Volcanic Pillar (2 Actions). Tarion summons one Earthen Pillar. Larina enhances it with fiery heat. This pillar is volcanic. An area 15 ft. around this pillar is treated as Difficult Terrain and in addition to its normal pulse damage, it deals 1d8 fire damage, scaling the same way as a normal Earthen Pillar.
Prison [once] (3 Actions). Tarion connects all active pillars through walls. Cerion freezes the walls. Larina electrifies them. Each wall between a pillar has the same statistics as an Earthen Pillar, but with 30 temporary Hit Points on top. A creature getting within 5 ft. of the wall must succeed on a DC 21 Constitution saving throw. Fail: 3d8 Cold damage and 3d8 lightning damage, additionally the creature's movement speed is reduced by half until the end of their next turn. Success: Half damage only. A creature can only be affected by this once per round, when ending its turn within 10 ft. of the wall or entering the area.
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