Legendary Resistance (3/Day). If Ashardalon fails a saving throw, he can choose to succeed instead.
Abyssal Cyclone. At the start of Ashardalon’s turn, any creature within 25 feet of him take 20 fire damage and are pulled 15 feet towards him. All flammable objects in the aura that aren't being worn or carried ignite.
Regeneration. Ashardalon regains 20 hit points at the start of each of his turns, but does not regenerate if he is reduced to 0 hit points.
Death Burst. When Ashardalon is reduced to 0 hit points, he dies and explodes in a burst of flame that hits all creatures in a 50 foot radius. All creatures in this area must succeed on a DC 24 Dexterity saving throw or take (4d10) fire damage, or half as much on a success. In addition, a Balor appears in a space that was formerly occupied by Ashardalon.
Spellcasting. Ashardalon casts spells as a 19th level sorcerer, his spellcasting ability being Charisma (spell save DC 21). He has the following spells prepared.
Cantrips (at will): dancing lights, mage hand, prestidigitation, true strike
1st (4 slots): detect magic, comprehend languages, magic missile, shield
2nd (3 slots): enlarge reduce, blur, magic mouth, mirror image, suggestion, invisibility
3rd (3 slots): haste, water breathing, dispel magic, counterspell
4th (3 slots): dimension door, polymorph
5th (3 slots): scrying, cloudkill, hold monster
6th (2 slots): circle of death, globe of invulnerability
7th (1 slot): plane shift
8th (1 slot): feeblemind, mind blank
9th (1 slot): meteor swarm, weird
Innate Spellcasting. Ashardalon's spellcasting ability is Charisma (spell save DC 21). He can cast the following spells without material or somatic components.
12/day: locate object
3/day: darkness
1/day: eyebite, contagion
Multiattack. Ashardalon can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: (4d12+10) fire damage.
Claw. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: (3d12+10) slashing damage. This attack results in a critical hit on a natural attack roll of 18, 19, or 20, but an 18 and 19 do not automatically count as a hit.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: (6d10+10) bludgeoning damage.
Frightful Presence. Each creature of Ashardalon's choice that is within 120 feet of him and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). Ashardalon exhales fire in a 90-foot cone twice. Each creature in that area must make a DC 24 Dexterity saving throw, taking (26d6) fire damage per cone on a failed save, or half as much damage on a successful one. If a creature fails its saving throws against both cones of fire, and it has resistance to fire, its fire resistance is negated for the remainder of the encounter.
Abyssal Torrent (Recharge 5-6). Ashardalon lets loose a burst of fire from his body in a 25 foot radius. All creatures in this range must make a DC 24 Dexterity saving throw, taking (6d10) fire damage on a failed save and half as much on a success. A creature that fails its save is also pushed 25 feet away from Ashardalon and is knocked prone.
Bloodied Breath. When reduced to half of his hit points or fewer, Ashardalon's fire breath instantly recharges and he uses it immediately.
Ashardalon 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. He regains spent legendary actions at the start of their turn.
Detect. Ashardalon makes a Wisdom (Perception) check.
Tail Attack. Ashardalon makes a tail attack.
Wing Attack (Costs 2 Actions). Ashardalon beats his wings. Each creature within 15 ft. of him must succeed on a DC 24 Dexterity saving throw or take (2d6+10) bludgeoning damage and be knocked prone. He can then fly up to half his flying speed.
Description
“Fools! Kill me, and you release Ammet, Eater of Souls!” - Ashardalon
A traditional song called The Coming of Ashardalon describes the depredations of this red dragon of immense power and self-importance. Ashardalon is well known for his tenacious clasp on life, no matter his injuries and setbacks. When he was struck a mortal blow, the dragon bound a demon into his breast as a second heart. But when that too threatened to fail him, Ashardalon left the world to find the sustenance he required to live forever.
Ashardalon resembles an ancient red dragon in its prime, but certain odd features stand out. He has a demonic visage, and on his chest is a gruesome scar in the shape of a large winged humanoid—a balor. The dragon’s eyes are twin beams of burning fire, and tiny bolts of lightning constantly play between his claws and fangs.
Ashardalon’s rampages brought sorrow and misery to the land. The red dragon was worshipped by a cult that built a citadel for the great wyrm to serve as his lair. But foes sunk the dragon’s citadel to sunless depths beneath the earth, destroying the cult and dealing Ashardalon a mortal injury.
Remnants of the cult survived this disaster, and it reconstituted itself around a relic of its dragon liege: Ashardalon’s heart. With a magic born of equal parts skill, faith, and desperation, the cultists rekindled the heart—but not to life. The ritual infused it with the energy of the Shadowfell and transformed it, reborn in undead darkness, into the center of faith and necromantic power for the cult. The cultists hoped to call back Ashardalon, but the dragon never answered their summons.
Ashardalon received a blow so grievous that his heart was damaged beyond repair. The dragon, calling on all his craft and knowledge of ancient rituals, managed to replace his heart with a magically bound demon—no less than a balor, named Ammet. But so terrible was Ashardalon’s wound that even Ammet’s enchanted labor began to fail the drag- on’s body. Ashardalon began to search for a source of life energy so pure that nothing could ever again threaten to kill him.
Ashardalon’s lair is a mysterious domain in the Astral Sea called the Bastion of Unborn Souls. Claims that the Bastion is a font of preincarnate souls are derided as improbable. Still, the Bastion’s crystalline trees sprout soul-like manifestations like brilliant points of light. When “ripe,” they fall from the trees and flow away, possibly to incarnate as living crea- tures. Whatever the truth, each point of light is a source of life and energy to a creature that consumes it. Ashardalon has ensconced himself in the center of the Bastion, bathed in a stream of raw soul-stuff to keep his faltering life steady. Like a boulder in a stream, the dragon’s body interrupts the flow, which beads across him like water.
Creatures who stay within the confines of the Bastion of Unborn Souls do not noticeably age—the raw soul-stuff keeps them young and vibrant. Ashardalon could conceivably live forever here. If indeed its points of light are pre-incarnate souls, creatures of the world might be born as soulless husks, shambling vestiges of what they might otherwise be, and open to malign influence.
Nightfang Spire
Some sages and adventurers are aware of Nightfang Spire, where the remnant of Ashardalon’s cult yet keeps its faith alive, worshiping the undead heart of Ashardalon. Stories paint a picture of a tower overrun by undead, former cultists that linger despite their dragon lord’s departure. The cultists are led by a vampire named Gulthias, whose single-minded dedication to the memory of Ashardalon keeps the residents of the tower—including the heart— animate and instilled with a sense of purpose. Gulthias, growing more and more desperate, has initiated the mass sacrifice of nearby villages and cities to attract the atten- tion of Ashardalon. No matter what atrocities Gulthias commits, though, Ashardalon is unlikely to return to his undead heart and his followers.
Sunless Citadel
Ashardalon was a creature of great fury and power even before he achieved his legendary status or gathered a cult following. Indeed, at least a century prior to the wound that ultimately paved the way for his demonic heart, he and his red dragon mate hunted a lush green land called the Golden Plain. The Golden Plain was ruled by a human king who dwelt in a many-towered fortress. As Ashardalon grew more reckless with his power, he came into direct conflict with the kingdom and its king. Thinking to show the dragon a monarch’s true might, the king sent a secret force of his knights to slay Ashardalon’s mate. Upon learning of his mate’s death, Ashardalon went on a rampage so fierce and so extended that the land itself finally buckled, pulling the king’s fortress beneath the ground. The once-lush region was renamed the Ashen Plain, and the fortress was rechristened the Sunless Citadel. In this sunken castle, Ashardalon’s first followers came to revere him.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/20/2020 4:24:53 AM
|
9
|
0
|
5
|
Coming Soon
|
|
|
5/20/2020 4:33:02 AM
|
8
|
0
|
--
|
Coming Soon
|
|
|
5/20/2020 4:37:19 AM
|
9
|
0
|
--
|
Coming Soon
|
Comments