Armor Class 20
Hit Points 380 (40d10)
Speed
STR
24 (+7)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws STR +15, DEX +12, CON +13, INT +11, WIS +12, CHA +14
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Fire, Radiant
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Exhaustion, Paralyzed
Senses Passive Perception 21
Languages Abyssal, Celestial, Common, Infernal
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Aura of Triumph:
Ashmier radiates an aura of oppressive dominance. Creatures of his choice within 30 feet must succeed on a DC 20 Wisdom saving throw at the start of their turn or be frightened until the start of their next turn. While frightened in this way, creatures cannot use reactions and have disadvantage on attack rolls and saving throws.

Marked for Glory (Recharge 5–6):
As a bonus action, Ashmier marks a creature he can see within 120 feet. The marked target is illuminated by radiant light, visible to all. While marked, all of Ashmier's ranged weapon attacks against the target automatically hit, and his melee attacks have advantage. This effect lasts until the start of his next turn or until the target dies.

Mounted Commander:
While riding Conquest, Ashmier gains a +2 bonus to AC. If Conquest is reduced to 0 hit points, Ashmier can use his reaction to summon Conquest back after 1d12 rounds.

Battlefield Adaptability:
Ashmier ignores difficult terrain and cannot be restrained or grappled. In addition, creatures attempting to knock him prone must make a Strength (Athletics) check against DC 22 or fail.

  • Ashmier and Conquest share the same initiative.
  • Ashmier has advantage on Dexterity saving throws.
  • Conquest may use its reaction to become the target of an attack that would hit Ashmier.
Actions

Great Bow of Triumph

Great Bow of Triumph (Bow Form). Ranged Weapon Attack: +14 to hit, range 150/600 ft., one target.
Hit: 22 (3d10 + 7) piercing damage. On a hit, the target must succeed on a DC 20 Strength saving throw or be knocked back 10 feet.

Daggers of Glory (Dagger Form). Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 16 (2d8 + 7) piercing damage. If Ashmier hits the same creature twice in a single turn with the daggers, they must succeed on a DC 20 Constitution saving throw or take an additional (4d10) necrotic damage.

Victory Barrage (Recharge 5–6):
Ashmier fires radiant arrows at up to three creatures he can see within 150 feet. Each target must make a DC 20 Dexterity saving throw, taking (8d8) radiant damage on a failed save, or half as much on a successful one.

Command of Triumph:
Ashmier issues a command to Conquest or one of his allies within 60 feet. The commanded creature can use its reaction to immediately make a melee or ranged attack.

Reactions

If Conquest is reduced to 0 hit points, Ashmier can use his reaction to summon Conquest back after 1d4 rounds.

Legendary Actions

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

  • Arrow of Precision (1 Action): Ashmier makes one ranged attack with his Great Bow of Triumph against a marked target. This attack automatically hits.

  • Victory Dash (2 Actions): Ashmier moves up to 40 feet without provoking opportunity attacks. While moving, any creature within 10 feet of him must succeed on a DC 20 Dexterity saving throw or take  (3d10) slashing damage as Ashmier's aura lashes out.

  • Banner of Victory (3 Actions): Ashmier summons a spectral banner at a point he can see within 30 feet. The banner radiates energy in a 20-foot radius. All enemies in the radius must succeed on a DC 20 Charisma saving throw or lose 15 temporary hit points. Ashmier's allies within the same radius gain those 15 temporary hit points and +4 to hit on attacks rolls. The banner lasts for 3 rounds or until destroyed (AC 15, 50 HP).

Description

Ashmier is a tall and imposing figure, his form exuding an aura of undeniable power and authority. His armor is forged from gleaming, otherworldly metals that shimmer like polished gold but radiate a sickly greenish hue when the light catches it. His face is obscured by a smooth, featureless helm, save for two slits glowing with piercing, golden light. A crimson, tattered cape flows behind him, constantly moving as if caught in an unseen wind. Every step he takes is purposeful, his movements precise and calculated, as though he were always maneuvering on a battlefield.

Lair and Lair Actions

Ashmier's lair is the battlefield itself, and he commands it with brutal precision. On initiative count 20 (losing initiative ties), Ashmier takes a lair action to cause one of the following effects:

  1. Rain of Glory: Arrows of radiant energy rain down in a 20-foot radius at a point Ashmier can see within 120 feet. Each creature in the area must make a DC 20 Dexterity saving throw, taking (3d10) radiant damage on a failed save, or half as much on a successful one.

  2. Martial Prowess: Ashmier designates a 20-foot radius area within 60 feet. Creatures of his choice within the area have disadvantage on Dexterity saving throws and cannot take reactions until the start of Ashmier's next turn.

  3. Domain of Triumph: The battlefield begins to glow faintly in Ashmier's colors. For 3 rounds, all of Ashmier's allies gain a +1 bonus to attack and damage rolls, while enemies suffer a -1 penalty to attack rolls.

Previous Versions

Name Date Modified Views Adds Version Actions
8/6/2026 6:49:29 PM
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Coming Soon
True_Archon

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