Ashardalon, The Demonic Dragon | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Ashardalon, The Demonic Dragon

Gargantuan dragon (demon), chaotic evil
Armor Class 22
Hit Points 28d20+306
Speed 40ft Fly: 120ft Climb: 40ft

STR
30 +10
DEX
12 +1
CON
29 +9
INT
22 +6
WIS
15 +2
CHA
25 +7

Saving Throws STR +18, DEX +9, CON +17, WIS +12, CHA +15
Skills Perception +16, Stealth +7
Damage Vulnerabilities Celestial
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Non-magical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 40 ft., Passive Perception 26
Languages Abyssal, Common, Draconic, Infernal
Challenge 25


Death Throes. When the dragon dies, it explodes, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 86 (20d6+16) magical fire damage on a failed save, or half as much on a successful one. The explosion doesn't ignite flammable objects.   Fire Aura. At the start of each of the dragon's turns, each creature within 10 feet of it takes 18 (3d6+8) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the dragon or hits it with a melee attack within 5 feet of it takes 18 (3d6+8) fire damage.   Magical Resistance. The dragon has advantage on saving throws against spells and other magical effects.   Magic Weapons. The dragon's bite, claw and tail attacks are magical.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.   Everlasting Persistence. If the dragon kills a creature level/ CR 15 or above, the dragon regains a used Legendary Resistance.   Draconic & Demonic strength. The dragon has advantage on strength checks and saving throws.


Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws or the dragon then makes three attacks: one with its bite, one with its claw and one with its tail.   Bite. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 23 (2d10 + 12) piercing damage plus 14 (4d6) fire damage.   Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 19 (2d6 + 12) slashing damage.   Tail. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.   Demon's Essense Fire Breath (Recharge 5-6). The dragon exhales smoke with crackling crackling embers that explode with fire on contact in a 40-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 76 (15d8) fire damage on a failed save, or half as much damage on a successful one.   Demonic Dragon's Cry (Only usable after the dragon makes two breath attacks). The dragon yells a mighty roar and then lower his mouth as he exhales fire and black smoke with crackling embers inside the smoke in a 90-foot cone, except, time cracks as he does. Each creature in that area must make a DC 21 Dexterity save with disadvantage, taking (27d10+6) on a failed save, or no damage on a successful one. The dragon's breath attacks aside from this one are no longer recharging.   Teleport. The dragon magically teleports, along with any equipment or creature it is wearing or carrying, up to 120 feet to an unoccupied space it can see.


 

Legendary Actions

The dragon 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. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Teleport (Costs 2 Actions). The dragon uses it's teleport.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  • If Ashardalon and the creatures are in his frozen time, Ashardalon takes a breath attack in place of a lair action.
  • If the creatures are in Ashardalon's frozen time, they must succeed on a Wisdom saving throw or be frightened by the screams of the creatures that once were here become louder around Ashardalon's foes.

Ashardalon’s Lair

Ashardalon's Lair is entered through a peak in a mountain, and contains a maze which hides his protectors. His hoard is on the next floor, as well as the way to contact him. Once creatures make it through his defences, they reach the second floor just pass a password in draconic. Once entered, his treasures are on display, an entire 50 ft room filled with a sea of gold and other treasures he fancies. Creatures are then contacted by Ashardalon, and are told that they cannot touch either him or his hoard without coming to the Astral Plane from his lair. If adventurers venture into the Astral Plane from his lair, they will find that his lair is stuck in a certain point in time and acts almost like the material plane and his lair seems like the ruins of an ancient civilisation and stone statues of the individuals who were there (civilians in terror, demons and a party of 4: A 19th level wizard, 20th level fighter, 18th level cleric and 20th level ranger) as they venture through the dragon or balor shaped holes in buildings they find a town square. Here there is a demon summoning circle and the party of 4 all turned to stone: (as well as a hoard of demons) the wizard was casting a spell, the ranger was running away and the fighter was trying to shield the cleric. In front of the summoning circle is Ashardalon, awaiting the adventurer's move.
  • Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

Regional Effects

The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates all of the following effects:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
  • Ashardalon's lair frozen in time has time run rampant. Creatures do not age while in his lair and they can hear the screams of civilians and demons alike from the walls and statues.
  • If the dragon dies, the Astral Plane effect wears out immediately. Other effects fade throughout 10 days.


The odour of sulphur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. An extremely old red dragon, Ashardalon had an appearance that diverged somewhat from usual ancient dragons of his kind. He possessed unusual demonic features and a scar on his chest in the shape of a balor.

Mountains, Astral Plane


Created by

Meephero.

Statblock Type

Monster / Creature

Link/Embed