Elden Ring

by Yrolc

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Malenia, Blade of Miquella

Medium humanoid (empyrean), lawful neutral


  • Armor Class 21 (Unarmored defense)
  • Hit Points 238 (28d8+96)
  • Speed 80 ft.

STR DEX CON INT WIS CHA
18 (+4) 26 (+8) 18 (+4) 14 (+2) 16 (+3) 16 (+3)

  • Saving Throws Str +12, Dex +16, Wis +11
  • Skills Athletics +12, Acrobatics +16, Nature +10, Perception +11
  • Damage Immunities necrotic, poison
  • Senses blindsight 240 ft. passive Perception 21
  • Languages Celestial, common
  • Challenge 26 (90,000 XP)

Draining Attacks. Malenia regains a number of Hit Points equal to half of the damage she deals from each melee attack and on her Waterfowl Dance.

Goddess of Rot (1x). If Malenia would be reduced to 0 hit points, her current hit point total instead resets to 200 hit points, recharges her Waterfowl Dance, she gains 30 ft. of flight speed and regains any expended uses of Legendary Resistance. Additionally, Malenia can now use the options in the "Mythic Actions" section and her Scarlet Rot. Award a party double of her XP for defeating Malenia after her Goddess of Rot activates.

Legendary Resistance (3/Day). If Malenia fails a saving throw, she can choose to succeed instead.

Magic Weapons. Malenia's weapon attacks are magical.

Scarlet Rot. Only active after Malenia's Goddess of Rot activates. Malenia deals an extra 7 (2d6) necrotic damage plus 7 (2d6) poison damage when she hits a target with a weapon attack and on a failed saving throw her Waterfowl Dance. On a critical hit on her Melee Weapon Attack, on a failed saving throw on her Waterfowl Dance or if is affected by the Scarlet Aeonia the target must make a DC 24 Constitution saving throw. On a failed save, it becomes poisoned, it ignores immunities to be poisoned.

Scarlet Rot Poison. A creature poisoned by the Scarlet Rot takes 7 (2d6) necrotic damage at the beginning at each of its turns besides the others poisoned condition effects.

Actions

Multiattack. Malenia makes five attacks with her Prosthesis Sword.

Prosthesis Sword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) slashing damage.

Waterfowl Dance (Recharge 5-6). Malenia leaps and dashes four times up to 30 feet each time, making several slashing attacks at the end of each dash. Each creature in a 10-foot-radius sphere centered Malenia at the end of each dash must make a DC 24 Dexterity saving throw. On a failed save, it takes 42 (4d12 + 16) slashing damage.

Bonus Actions

Kick. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 8) bludgeoning damage.

Extreme Nimble. Malenia can take the Disengage, Dash or Dodge action.

Reactions

Parry. Malenia adds 8 to her AC against one melee attack that would hit her. To do so, Malenia must see the attacker and be wielding a melee weapon.

Legendary Actions

Malenia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Melania regains spent legendary actions at the start of her turn.

Quick Charge. Malenia moves up to her speed toward a hostile creature it can see and makes an attack with her Prosthesis Sword with advantage.

Quick Retreat. Malenia uses a Disengage action and moves up to her speed.

Mythic Actions

If Malenia's Goddess of Rot trait has been activated, she can use the options below as legendary actions.

Phantom Spirits (Costs 2 Actions). Malenia will fly 30 feet. into the air and consecutively fire out four phantom versions of herself, attacking her targets. Malenia chooses up to four creatures within 60 feet from her. Each Phantom Spirit makes an attack with a Prosthesis Sword with advantage as they were exactly copies of Malenia and disappears right after it.

Scarlet Aeonia (Costs 3 Actions). Malenia will fly and dive onto her targets, within 60 feet from her, and summon a giant flower that explodes around her. Each creature, other than Malenia, in a 30-foot-radius sphere centered on that point must make a DC 24 Dexterity saving throw. A target takes takes 33 (6d10) necrotic damage, plus takes 33 (6d10) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature is instantly poisoned by the Scarlet Rot.



Starscourge Radahn

Huge humanoid (demi-God), Unaligned


  • Armor Class 21 (Plate+3)
  • Hit Points 362 (25d12+200)
  • Speed 70 ft.

STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 26 (+8) 5 (-3) 20 (+5) 26 (+8)

  • Saving Throws Str +16, Con +16, Cha +16
  • Skills Athletics +16, Perception +13
  • Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses Passive Perception 23
  • Languages -
  • Challenge 26 (90,000 XP)

Extreme Endurance. If damage reduces Radahn to 0 hit points, he must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is from a critical hit. On a success, Radahn drops to 1 hit point instead.

Legendary Resistance (3/Day). If Radahn fails a saving throw, he can choose to succeed instead.

Magic Weapons. Radahn's weapon attacks are magical.

Actions

Multiattack. Radahn makes four melee attacks or two ranged attacks.

Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage. If the target is a large or smaller creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.

Gravity Shot. Ranged Weapon Attack: +16 to hit, range 80/360 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 7 (2d6) force damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.

Radahn’s Rain. (Recharge 4-6). Radahn will draw back his bow and fire into the air, causing arrows to rain down from the sky at a minimum range of 120 to a maximum of 360 feet from him. This makes a 120 feet long and 5 feet wide line of attacks. Each creature in the area must make a DC 24 Dexterity saving throw. A creature takes 30 (4d10 + 8) piercing damage on a failed save and is knocked prone. On a success, takes no damage and is not knocked prone.

Frightful Presence. Each creature of Radahn's choice that is within 60 feet of him and can see or hear him must succeed on a DC 24 Wisdom saving throw or become frightened of him for 1 minute. The frightened 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 Radahn's Frightful Presence for the next 24 hours.

Bonus Actions

Aggressive. Radahn can move up to its speed toward a hostile creature it can see.

Gravity Step. A 20-foot-radius sphere of crushing force forms around Radahn. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 7 (2d6) force damage and is pulled in a straight line toward Radahn. On a successful save, the creature takes half as much damage and isn't pulled.

Gravity Meteor Summon (Recharge 4-6). Radahn creates four tiny meteors in his space. They float in the air and orbit around him. As a bonus action on each of his turns he can send one or more of them streaking toward a point or points at his choice within 120 feet of him. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 11 (3d6) bludgeoning damage plus 11 (3d6) force damage on a failed save, or half as much damage on a successful one.

Meteor Crash (1/day). Radahn fly instantly to the stratosphere. At the end of his next turn, Radahn will fly back into battlefield, at any point, crashing back to the ground, forming a line 120 feet long and 30 feet wide that explodes as he returns to the battle. Each creature in the area must make a DC 24 Constitution saving throw. A creature takes 110 (20d10) fire damage and 110 (20d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Each creature in the area is knocked prone regardless of success or failure.

Legendary Actions

Radahn can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Radahn regains spent legendary actions at the start of his turn.

Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 8) bludgeoning damage.

Scattering Shot (Costs 2 Actions). Radahn will draw his bow and fire a large spread of arrows, forming a line 360 feet long and 15 feet wide. Each creature in the area must must make a DC 24 Dexterity saving throw. A creature takes (2d10 + 8) piercing damage on a failed save, or half as much damage on a successful one.

Collapsing Stars (Costs 3 Actions). Radahn will send out a pulse of powerful gravity magic around himself in a dome. Multiple black gravity orbs will then appear and start flying towards his targets. Each creature in a 60-foot cone must make a DC 24 Dexterity saving throw. A creature takes 36 (8d6) bludgeoning damage plus 36 (8d6) force damage on a failed save and is pulled 20 feet in a straight line toward Radahn. On a successful save, the creature doesn't take damage and isn't pulled.



Godrick, the Grafted

Large humanoid (demi-God), chaotic neutral


  • Armor Class 18 (Natural armor)
  • Hit Points 170 (20d10+60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 12 (+1)

  • Saving Throws Str +10, Dex +8, Con +8
  • Skills Athletics +10, Acrobatics +9, Medicine +5,
  • Senses passive Perception 12
  • Languages Common
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/Day). If Godrick fails a saving throw, she can choose to succeed instead.

Truest of Dragons. If Godrick would be reduced to less than 85 Hit Points, he grafts a dragon head on to his left arm. He recharges all his abilities. Additionally, Godrick can now use the options in the "Mythic Actions" section, Dragon's Head and his Scorcher.

Dragon's Head. Only active after Godrick's Truest of Dragons activates. Godrick's Whirlwind and Wild Strikes deals an extra 7 (2d6) fire damage.

Actions

Multiattack. Godrick makes three attacks with his Golden Axe.

Golden Axe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 5) slashing damage.

Scorcher. Only active after Godrick's Truest of Dragons activates. A line of roaring flame 45 feet long and 5 feet wide emanates from Godrick in a direction his choice. Each creature in the line must make a DC 18 Dexterity saving throw. A creature takes 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Whirlwind (4/day). Each creature in 20-foot-radius sphere the space around Godrick must make a DC 18 Strength saving throw. On a failure, a target takes 23 (4d8 + 5) bludgeoning damage and is flung up 20 feet away from him in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Bonus Actions

I Command Thee, Kneel! (Recharge 5-6). Godrick raises his axe above his head, before bringing it down, creating shockwaves that make earth and stone erupts in a 30-foot circle centered around him. Each creature in that area must make a DC 18 Dexterity saving throw. A creature takes 6d12 bludgeoning damage and is knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one.

Reactions

Stormcaller. As an reaction to a ranged attack, Godrick creates walls of wind that surround him. The ranged attack will bounce off harmlessly. To do so, Godrick must see the attacker.

Legendary Actions

Godrick can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Godrick regains spent legendary actions at the start of her turn.

Jump Attack. Godrick leaps into the air up to 40 feet towards a target and makes an attack with his Golden Axe, if it hits it counts as a critical hit. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Wild Strike (Costs 2 Actions). Ranged Magical Attack: +10 to hit, range 240 ft., one target. Hit: 35 (4d12 + 5) bludgeoning damage. If it hits and the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Mythic Actions

If Godrick's Truest of Dragons trait has been activated, he can use the options below as legendary actions.

Dragon Head Grab. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 22 (4d8 + 4) bludgeoning damage plus 18 (4d8) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained and Godrick can't use the Dragon Head Grab on another target or use his Fire Breath. At the beginning of each of the grappled creature turns it must make a DC 18 Constitution saving throw, taking 55 (5d10) fire damage on a failed save, or half as much damage on a successful one.

Fire Breath (Costs 3 Actions). Godrick exhales fire from his dragon head in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.



God-Devouring Serpent

Gargantuan monstrosity (demi-God/titan), chaotic evil


  • Armor Class 22 (Natural armor)
  • Hit Points 370 (20d20+160)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 26 (+8) 16 (+3) 26 (+8) 28 (+9)

  • Saving Throws Str +15, Wis +15, Cha +16
  • Skills Perception +15
  • Damage Resistances all except cold and psychic
  • Damage Immunities fire, poison
  • Damage vulnerabilities cold
  • Condition Immunities charmed, frightened
  • Senses darkvision 240 ft. passive Perception 25
  • Languages Primordial, common
  • Challenge 24 (62,000 XP)

Blasphemy Magma Pit. Any creature that moves to a space within 10 feet of the Serpent for the first time on a turn or starts its turn there must succeed on a DC 24 Constitution saving throw. The creature takes 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The Blasphemy Magma Pit turns the ground in the area into difficult terrain.

Rykard, Lord of Blasphemy. If the Serpent would be reduced to 0 hit points, its current hit point total instead resets to 370 hit points, it recharges his Poison Breath and it regains any expended uses of Legendary Resistance. Additionally, Serpent can now use the options in the "Mythic Actions" section and the Blasphemous Blade. Award a party an additional 62,000 XP (124,000 XP total) for defeating the aspect of Serpent after his Rykard, Lord of Blasphemy. activates.

Legendary Resistance (3/Day). If the Serpent fails a saving throw, she can choose to succeed instead.

Magic Resistance. The Serpent has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Serpent's weapon attacks are magical.

Actions

Multiattack. The God-Devouring Serpent makes two melee attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 36 (4d12 + 8) piercing damage plus 7 (1d12) fire damage and 7 (1d12) poison damage. If the target is a creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained, and the Serpent can't bite another target.

Blasphemous Blade (Rykard only). Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 8) slashing damage plus 7 (1d12) fire damage and 7 (1d12) necrotic damage.

Swallow. The Serpent makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Serpent, and it takes 56 (16d6) acid damage at the start of each of the Serpent's turns. If the Serpent takes 60 damage or more on a single turn from a creature inside it, the Serpent must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the it.

Poison Breath (Recharge 5–6). The Serpent exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

God-Devouring Serpent can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. God-Devouring Serpent regains spent legendary actions at the start of his turn.

Magma Slam (Costs 2 Actions). The Serpent raises its head up high, tilting it to the back. It then slams its chin on the ground, sending magma flying outwards in a 45-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. Turns the ground in the affected area into difficult terrain.

Mythic Actions

If the Serpent's Rykard, Lord of Blasphemy trait has been activated, it can use the options below as legendary actions.

Rykard’s Rancor. Ranged Magical Attack: +16 to hit, range 240 ft., one target. Hit: 28 (4d12) fire damage plus 28 (4d12) necrotic damage.

Magma Leap (Costs 2 Actions). The Serpent leaps 30 feet, sending out volleys of magma in 30-foot-radius upon impact. Each creature in the area must make a DC 24 Dexterity saving throw. A target takes 28 (4d12) fire damage, or half as much damage on a successful one.

Rancor Storm (Costs 3 Actions.) Many large flaming skulls will then rain down from the sky with the bulk of them flying towards enemies and exploding after a short delay as they reach their target or impact with the ground. Each creature in a 100-foot-radius sphere centered on the Serpent must make a DC 24 Dexterity saving throw. A target takes 28 (4d12) fire damage plus 28 (4d12) necrotic damage on a failed save, or half as much damage on a successful one.



Morgott, the Omen King

Large humanoid (demi-God), lawful neutral


  • Armor Class 21 (Natural Armor)
  • Hit Points 262 (25d10+125)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 20 (+5) 18 (+4) 24 (+7) 14 (+2)

  • Saving Throws Dex +14, Wis +14, Cha +9
  • Skills Athletics +12, Acrobatics +15, Religion +11, Perception +14
  • Damage Resistances necrotic, radiant
  • Condition Immunities charmed, frightened
  • Senses darkvision 360 ft. passive Perception 24
  • Languages Celestial, Common
  • Challenge 23 (50,000 XP)

Ambusher. Morgott has advantage on attack rolls against any creature it has surprised.

Evasion. If Morgott is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Legendary Resistance (3/Day). If Morgott fails a saving throw, he can choose to succeed instead.

Magic Weapons. Morgott's weapon attacks are magical.

Actions

Multiattack. Morgott makes three attacks with his Sword and one with his tail.

Sword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 5) bludgeoning damage.

Cursed Explosion (1/day). Morgott releases a powerful burst of energy. Cursed liquid will start to erupt around the him from the ground. Each creature in 120-foot-radius sphere centered on him must make a DC 22 Constitution saving throw. A target takes 56 (8d12) necrotic damage on a failed save, or half as much damage on a successful one. Turns the ground in the affected area into difficult terrain, but Morgott isn't affected by this terrain.

Frightful Presence. Each creature of Morgott's choice that is within 60 feet of him and can see or hear him must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. The frightened 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 Morgott's Frightful Presence for the next 24 hours.

Bonus Actions

Holy Daggers. Ranged Magical Attack: +15 to hit, reach 90 ft., three targets. Hit: 11 (1d6 + 7) pietcing damage plus 4 (1d6) radiant damage.

Holy Hammer. Ranged Magical Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) pietcing damage plus 6 (1d10) radiant damage, the target must succeed on a DC 20 Strength saving throw or be knocked prone.

Holy Blade Rain (Recharge 5-6). A myriad of holy blades float above Morgott, before continuously raining down, forming six simetrical and opposites lines of 60 feet long and 5 feet wide emanating from Morgott position. Each creature in the area must make a DC 22 Dexterity saving throw. A target takes 39 (6d12) radiant damage plus 39 (6d12) piercing damage on a failed save, or half as much damage on a successful one. Until the beginning of Morgott's next turn, when a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 22 Dexterity saving throw, on a failed save, a creature takes 13 (2d12) piercing damage plus 13 (2d12) radiant damage, or half as much damage on a successful save.

Reactions

Parry. Morgott adds 7 to his AC against one melee attack that would hit him. To do so, Morgott must see the attacker and be wielding a melee weapon.

Tail Swipe. As an attacker makes a melee attack against Morgott, he can make an Tail attack against it. If Morgott attack hits, the target must succeed on a DC 20 Strength saving throw or be knocked prone, stopping its own attack.

Legendary Actions

Morgott can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Morgott regains spent legendary actions at the start of his turn.

Holy Spear. Melee or Ranged Magical Attack: +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 18 (3d6 + 7) piercing damage plus 7 (2d6) radiant damage, or 21 (3d8 + 7) piercing damage plus 7 (2d6) radiant damage if used with two hands to make a melee attack.

Cursed-Blood (Cost 2 Actions). Morgott enhances his weapons with his cursed blood. Until Morgott regains his spent legendary actions, all his Weapon attacks deals plus 9 (2d8) necrotic damage.

Golden Order Blessing (Cost 2 Actions). Morgott communes with the Golden Order. Until Morgott regains his spent legendary actions, whenever he makes an attack roll or a saving throw he can roll a d10 and add the number rolled to the attack roll or saving throw.



Mohg, Lord of Blood

Large humanoid (demi-God), neutral evil


  • Armor Class 21 (Natural Armor)
  • Hit Points 262 (25d10+125)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 20 (+5) 18 (+4) 14 (+2) 24 (+7)

  • Saving Throws Dex +14, Wis +14, Cha +9
  • Skills Athletics +12, Arcane +11, Religion +11, Perception +9
  • Damage Resistances necrotic
  • Condition Immunities charmed, frightened
  • Senses darkvision 360 ft. passive Perception 19
  • Languages Abyssal, common
  • Challenge 23 (50,000 XP)

Blood Stride. Once on his turn, Mohg can use 10 feet of its movement to step magically into one pool of blood within its reach and emerge from a second pool of blood within 60 feet of the first one, appearingin in an unoccupied space within 5 feet of the second pool of blood. Both pools of blood must be medium sized or bigger.

Legendary Resistance (3/Day). If Mohg fails a saving throw, he can choose to succeed instead.

Magic Weapons. Mohg's weapon attacks are magical.

Actions

Multiattack. Mohg makes three attacks with his Ritualistic Spear.

Ritualistic Spear. Melee Weapon Attack: +15 to hit, reach 5 ft, one target. Hit: 21(3d8 + 7) piercing damage plus 7 (2d6) necrotic damage.

Blood Ritual (1/day) Mohg deals 86 (15d10) necrotic damage to all enemies he can see. Mohg regains a number of Hit Points equal to the damage he deals from this, recharges his Bloodboon and gains 30 ft. of flight speed. This action ignores immunities and resistances.

Frightful Presence. Each creature of Mohg's choice that is within 60 feet of him and can see or hear him must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. The frightened 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 Mohg's Frightful Presence for the next 24 hours.

Bonus Actions

Bloodboon (Recharge 5-6). Mohg reaches into the air and tosses out a splash of bloodflame. This also sets some of the floor on fire. Each creature in a 30-foot cone must make a DC 22 Dexterity saving throw. A creature takes 14 (4d6) fire damage plus 14 (4d6) necrotic on a failed save, or half as much damage on a successful one. Until the end of Mohg's next turn the floor will be on fire, when a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, on a failed save, a creature takes 23 (5d8) fire damage, or half as much damage on a successful save.

Fireblood. Ranged Magical Attack: +15 to hit, reach 60 ft., one target. Hit: 11 (2d10) necrotic damage plus 11 (2d10) fire damage.

Reactions

Parry. Mohg adds 7 to his AC against one melee attack that would hit him. To do so, Mohg must see the attacker and be wielding a melee weapon.

Blood Surprise. If an attacker misses a melee attack against Mohg, he can disengage, move 20 feet and make a Fireblood attack.

Legendary Actions

Mohg can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mohg regains spent legendary actions at the start of his turn.

Ritualistic Spear Thrust. Mohg moves up to 40ft. and attacks one target with his Ritualistic Spear. This Attack has advantage.

Bloodflame Talons (Costs 2 Actions) Mohg slashes an clawmark in the air with his left hand, which then explodes. Each creature in a 15-foot cone must make a DC 22 Dexterity saving throw. A creature takes 14 (4d6) fire plus 14 (4d6) necrotic damage on a failed save and be knocked prone, or half as much damage and not be knocked prone on a successful one.

Bloodflame Enhancing (Cost 2 Actions). Mohg enhances his weapons with blood from the Formless Mother. Until Mohg the end of Mohg's next turn, all his Weapon attacks deals plus 9 (2d8) fire damage.

Formless Mother Blessing (Cost 2 Actions). Mohg communes with the Formless Mother. Until Mohg regains his spent legendary actions, whenever he makes an attack roll or a saving throw he can roll a d10 and add the number rolled to the attack roll or saving throw.



The Last Fire Giant

Gargantuan giant, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 390 (20d20 + 180)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 28 (+9) 12 (+1) 18 (+4) 18 (+4)

  • Saving Throws Str +17, Con +16, Wis +11
  • Skills Athletics +17, Perception +11, Religion +8
  • Damage Immunities Fire
  • Damage Resistances Cold, Radiant
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft. passive Perception 21
  • Languages Common, giant, primordial
  • Challenge 24 (62,000 XP)

Legendary Resistance (3/Day). If the Giant fails a saving throw, he can choose to succeed instead.

Offering to the Fallen God. If the Last fire Giant would be reduced to 0 hit points, he will sacrifice his feet, offering it to his Fallen God. His current hit point total instead resets to 300 hit points, he regains any expended uses of Legendary Resistance, his movement speed is reduced to 20 feet and he can use Flame of the Fell God twice as a single Bonus action. Additionally, the Giant can now use the options in the "Mythic Actions" section. Award a party an additional 62,000 XP (124,000 XP total) for defeating the aspect of Giant after his Offering to the Fallen God activates.

Vigilant. The giant can't be surprised.

Actions

Multiattack. The Last Fire Giant makes two attacks, at least one of them with his stomp.

Plate. Melee Weapon Attack: +17 to hit, reach 30 ft, one target. Hit: 65 (10d10 + 10) bludgeoning damage and is knocked prone. Hit or miss, each creature, other than the Giant, within 20 feet of the attack must make a 25 Dexterity saving throw, on a failed save takes half of the hit damage and is knocked prone. The Giant has disadvantage on attacks made with the plate against targets within 10 feet.

Stomp. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage. The target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.

Giant's flame. Ranged Spell Attack +11 to hit, reach 360 ft., one target. Hit: 55 (10d10) fire damage and is knocked prone.

Bonus Actions

Flame of the Fell God. A 5-foot-diameter sphere of fire appears in the Giant's hand moving up to 30 feet at the end of each turn. If the sphere reaches a creature space it explodes. Each creature in a 20-foot-radius sphere centered on the explosion must make a DC 19 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. The giant can only control up to 2 spheres at the same time.

Roll. The giant quickly rolls forward to reposition itself, moving up to 60 feet, being able to move withing Huge or smaller creatures areas. Each creature within the area of the movement must make a 25 Dexterity saving throw. On a failed save, a creature takes 22 (5d8) bludgeoning damage and is knocked prone,

Legendary Actions

The Giant can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Giant regains spent legendary actions at the start of his turn.

Stomp. The Giant makes one Stomp Attack.

Burn, O Flame (Cost 2 actions). The giant lets out a roar, and ignites his hands, before slamming them into the ground, spawning five 10-foot-radius, 40-foot-high fire pillars within 30 feet of him. Each creature within the pillars must make a 19 Dexterity saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Mythic Actions

If the Offering to the Fallen God trait has been activated, the Giant can use the options below as legendary actions.

Plate. The Giant makes one Plate Attack.

Surge O Flame (Cost 2 actions). The giant’s mouth ignites, releasing a stream of fire in front of it in a 90-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Flame, Fall Upon Them (Costs 3 Actions.) The giant’s mouth releases a mighty roar, spewing out explosive rocks from its mouth, falling at four different points within 360 feet of range. Each creature in a 20-foot-radius sphere centered on each point must make a DC 19 Dexterity saving throw. A creature takes 36 (10d6) fire damage and 36 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.


Erdtree Avatar

Huge plant, lawful neutral


  • Armor Class 17 (natural armor)
  • Hit Points 207 (18d12 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 21 (+5) 12 (+1) 18 (+4) 16 (+3)

  • Saving Throws Wis +9, Cha +8
  • Damage Vulnerabilities Fire
  • Damage Resistances Radiant
  • Senses Blindsight 360 ft. (blind beyond this radius) passive Perception 14
  • Languages Celestial (but can't speak)
  • Challenge 13 (10,000 XP)

Magic Weapons. The Avatar's weapon attacks are magical.

Actions

Multiattack. The Avatar makes two attacks with its Staff and one stomp.

Blessed Staff. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15(2d8 + 6) bludgeoning damage plus 4 (1d8) radiant damage.

Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. The target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Erdtree Slam (Recharge 6). The Avatar jumps in the air up to 20 feet towards a point and slams the ground with its whole body. Each creature in a 10-foot circle centered around him must make a DC 19 Dexterity saving throw. A creature takes 28 (4d10 + 6) bludgeoning damage plus 11 (2d10) radiant damage and is knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one.

Golden Land (3/day). The avatar holds staff in the air and then slams it vertically into the ground, creating a small burst of Holy damage. A large orb of light then grows above its head and shoots Holy projectiles at up to 3 targets within 240 feet. A target must make a DC 19 Dexterity saving throw on a failed save, a creature takes 28 (5d10) radiant damage. The avatar can't use this action in subsequent turns.


Runebear

Huge beast, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 149 (13d12 + 65)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 20 (+5) 3 (-4) 16 (+3) 7 (-2)

  • Skills Perception +7
  • Senses darkvision 60 ft., passive Perception 17
  • Languages -
  • Challenge 9 (5,000 XP)

Ambusher. In the first round of a combat, the runebear has advantage on attack rolls against any creature it surprised.

Keen Smell. The Runebear has advantage on Wisdom (Perception) checks that rely on smell.

Standing Leap. The runebear's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.

Actions

Multiattack. The Runebear makes three attacks: two with its claws and one with its bite.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15(3d8 + 7) slashing damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (3d10 + 7) piercing damage.

Bear Hug. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 58 (9d10 + 7) bludgeoning damage, and the target is grappled (escape DC 19) if it is a Huge or smaller creature. Until the grapple ends, the target takes 58 (9d10 + 7) bludgeoning damage at the start of each of the runebear's turns. The runebear can't make attacks while grappling a creature in this way.

Art

FromSoftware - Elden Ring



Black Knife Assassin

Medium humanoid (human), lawful evil


  • Armor Class 16 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 13 (+1) 14 (+2) 10 (+0)

  • Saving Throws Dex +8, Int +5
  • Skills Acrobatics +8, Deception +4, Perception +6, Stealth +13
  • Damage Immunities Poison
  • Damage Resistances Radiant, necrotic
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Celestial, Undercommon
  • Challenge 12 (8,400 XP)

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Lethal Grappler. Any hit the assassin scores against a grappled creature is a critical hit.

Shard of Death. The assassin attacks are magical and ignores resistances against necrotic damage.

Sneak Attack (1/Turn). The assassin deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

True Death. A creature that have been killed by the assassin can only be revived by a proper spell of 8th level or higher.

Actions

Multiattack. The Assassin makes two attacks.

Black Knife. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a short rest.

Blade of Death. Ranged Weapon Attack: +8 to hit, reach 20/80 ft., one target. Hit: 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a short rest.

Superior Invisibility. The assassin magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the assassin wears or carries is invisible with it.

Bonus Action

Cunning Action. The assassin takes the Dash, Disengage, or Hide action.

Reaction

Uncanny Dodge. The Assassin halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.


Bloodhound Knight

Medium humanoid (human), lawful neutral


  • Armor Class 18 (plate)
  • Hit Points 93 (11d8 + 44)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 8 (-1)

  • Saving Throws Dex +7, Con +7
  • Skills Acrobatics +7, Perception +6, Survival +6
  • Senses passive Perception 16
  • Languages -
  • Challenge 8 (3,900 XP)

Cleaver. The Bloodhound's attacks score a critical hit on a roll of 19 or 20, when the Bloodhound scores a critical hit that deals slashing damage to a creature, it grievously wounds the target. Until the start of the Bloodhound next turn, the target has disadvantage on all attack rolls.

Hemorrhagic Attacks. If the bloodhound hits a target, that target will gain a Hemorrhagic point for one minute. If the target accumulates 3 hemorrhagic points it takes 45 (8d10) necrotic damage and loses the hemorrhagic points.

Hound Agility. When the bloodhound moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the bloodhound can't use it again until it moves 0 feet on one of its turns.

Actions

Multiattack. The Bloodhound Knight makes three attacks, one with his Claw and two with his Bloodhound Sword.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Bloodhound Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Bonus Action

Bloodhound's Step. The bloodhound teleports up to 15 feet towards an enemy target. The bloodhound next melee attack has advantage.


Onyx Lord

Medium aberration, chaotic neutral


  • Armor Class 17 (natural armor)
  • Hit Points 102 (12d8 + 48)
  • Speed 30 ft. fly 20 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 18 (+4) 12 (+1) 12 (+1)

  • Saving Throws Str +7, Con +8, Int +8
  • Damage Immunities Cold
  • Damage Resistances Fire, Force, Lighting
  • Senses passive Perception 11
  • Languages Celestial, Common, Giant
  • Challenge 9 (5,000 XP)

Magic Resistance. The Onyx Lord has advantage on saving throws against spells and other magical effects.

Powerful Build. The Onyx Lord counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.

Actions

Multiattack. The Onyx Lord makes three attacks, two with his Greatsword and one with his Gravity Well.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage plus 2 (1d4) force damage.

Gravity Well. Melee or Ranged Magical Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 17 (4d6 + 3) force damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Meteorite (Recharge 6). The Onyx Lord plunges his sword into the ground, sending a shockwave out in a 15 feet radius around him, each creature in a the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. A blackhole then forms above him where two meteorites emerge and fly, streaking toward a point or points that the onyx lord chooses within 60 feet of him. Once a meteor reaches its destination or impacts against a solid surface, it explodes. Each creature within 5 feet of the point where the meteor explodes must make a DC 16 Dexterity saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one.


Beastman of Farum Azula

Medium monstrosity, chaotic neutral


  • Armor Class 13 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

  • Damage Resistances Lighting
  • Senses Darkvision 60ft. passive Perception 12
  • Languages Celestial, Common
  • Challenge 3 (900 XP)

Pack Tactics. The beastman has advantage on an attack roll against a creature if at least one of the beastman's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Beastman makes three attacks.

Claver. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Bonus Action

Beastman Roar (Recharge 5-6). The Beastman lets out an especially powerful roar. Creatures of within 10 feet of it that can hear it must succeed on a DC 12 Wisdom saving throw or take 7 (2d6) thunder damage and become stunned of the end of the beastman next turn.


Red Wolf of Radagon

Huge beast, Lawful neutral


  • Armor Class 14 (natural armor)
  • Hit Points 142 (15d12 + 45)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 20 (+5)

  • Saving Throws Str +9, Int +4, Cha +9
  • Skills Perception +7
  • Damage Immunities Cold
  • Senses passive Perception 17
  • Languages -
  • Challenge 11 (7,200 XP)

Keen Hearing and Smell. The Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. The Wolf has advantage on saving throws against spells and other magical effects.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Standing Leap. The wolf's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.

Actions

Multiattack. The wolf makes two bite attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 5) piercing damage.

Bonus Actions

Magical Beast. The wolf can take one of the following bonus actions; the wolf can't take the same action two rounds in a row:

Golden Blade. Melee Magical Attack: +9 to hit, reach 10 ft., two targets. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) radiant damage.

Glintblade Dash. The wolf takes a dash action and, while moving, makes three magical swords that hovers on air. The swords are fired on the targets within 120 feet of them. The targets must make a DC 17 Dexterity saving throw. On a failed save, the target takes 9 (2d8) force damage for each sword.

Cometshard (Recharge 5-6). The wolf creates a comet of magical force in its mouth, then releases the energy in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 45 (10d8) force damage. On a successful save, the creature takes half as much damage.


Tree Sentinel

Medium humanoid (any), lawful neutral


  • Armor Class 20 (plate and shield)
  • Hit Points 120 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 18 (+4)

  • Saving Throws Str +8, Con +8, Cha +8
  • Damage Resistances Cold, Fire, Necrotic, Radiant, Slashing
  • Senses passive Perception 12
  • Languages Common, Celestial
  • Challenge 10 (5,900 XP)

Mounted Combatant. The Tree Sentinel can force an attack targeted at its mount to target itself instead.

Ride-By. While mounted, the Tree Sentinel and its mount don't provoke opportunity attacks when they move out of an enemy's reach.

Actions

Multiattack. The Tree Sentinel makes three attacks, one of them with a shield bash.

Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Reactions

Golden Retaliation. The Sentinel raises its shield in response to a ranged spell attack, it counters by firing a beam back at the attacker, dealing the same amount of the spell's damage in radiant damage.


Draconic Tree Sentinel

Medium humanoid (any), lawful neutral


  • Armor Class 22 (plate+1 and shield+1)
  • Hit Points 163 (20d8 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 10 (+0) 16 (+3) 20 (+5)

  • Saving Throws Str +10, Con +9, Cha +10
  • Damage Resistances Cold, Fire, Lighting, Necrotic, Radiant, Slashing
  • Senses Darkvision 120 ft. passive Perception 13
  • Languages Common, Celestial
  • Challenge 15 (13,000 XP)

Magic Resistance. The Sentinel has advantage on saving throws against spells and other effects

Mounted Combatant. The Sentinel can force an attack targeted at its mount to target itself instead.

Ride-By. While mounted, the Sentinel and its mount don't provoke opportunity attacks when they move out of an enemy's reach.

Actions

Multiattack. The Sentinel makes melee three attacks, one of them with a shield bash, or three ranged attacks.

Hammer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 11 (1d10 + 5) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Fire Blast. Ranged Spell Attack: +10 to hit, reach 30/80 ft., one target. Hit: 11 (1d10 + 5) fire damage.

Bonus Actions

Thunder Smite. The next time the Sentinel hits with a melee weapon attack, the attack deals an extra 14 (4d6) lighting damage. Also, if the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed 10 feet away from the Draconic Tree Sentinel and knocked prone.

Lightning Wave (Recharge 5-6). The sentinel places his hammer on the ground behind him with horse crouched low then rips his weapon forward, shooting out a massive wave of lightning. Each enemy creature within 30 feet of the Sentinel must make a DC 18 Dexterity saving throw. A creature takes 28 (5d10) lightning damage on a failed save, or half as much damage on a successful one.



Astel Naturalborn of the Void

Gargantuan aberration, chaotic neutral


  • Armor Class 20 (Natural armor)
  • Hit Points 392 (20d20 + 182)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
22 (++6) 16 (+3) 24 (+7) 26 (+8) 26 (+8) 26 (+8)

  • Saving Throws Int +15, Wis +15, Cha +15
  • Skills Arcana +22, Perception +18, Stealth +8
  • Damage Resistances necrotic, poison
  • Damage Immunities cold, psychic
  • Condition Immunities charmed, frightened
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28
  • Languages Abyssal
  • Challenge 23 (50,000 XP)

Born of the Void. Astel does not need to breathe or sleep and is immune to the hazards of outer space.

Legendary Resistance (3/Day). If Astel fails a saving throw, she can choose to succeed instead.

Magic Resistance. Astel has advantage on saving throws against spells and other magical effects.

Magic Weapons. Astel's weapon attacks are magical.

Actions

Multiattack. Astel can use its Nebula. It then makes three melee attacks or two ranged attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17(2d10 + 6) piercing damage.

Claws. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Cosmic Burst. Ranged Weapon Attack: +15 to hit, range 360 ft., one target. Hit: 25 (2d10 + 3) force damage.

Nebula. Astel wipes its hands in varying patterns, leaving behind an exploding cloud of stars. Each creature in a 15-foot cone must make a DC 23 Dexterity saving throw. A creature takes 14 (4d6) force damage on a failed save, or half as much damage on a successful one.

Waves of the Void. Astel creates three orbs on its arms, before slamming it down and create shockwaves that hit those around it. Each creature in a 15-foot radius around Astel must make a DC 23 Constitution saving throw. On a failed save, a creature takes 14 (4d6) thunder damage plus 14 (4d6) force damage and is pushed 10 feet away from it. On a successful save, the creature takes half as much damage and isn't pushed.

Meteorite of Astel (1/day). Astel teleports to an unoccupied space it can see within 120 feet of itself. After that it will cast a large shower of meteors to bombard the area in a 360-foot cone. Each creature other than Astel must make a DC 23 Dexterity saving throw. A creature takes 35 (10d6) force damage and 35 (10d6) bludgeoning damage on a failed save and is knocked prone, or half as much damage and isn't knocked prone on a successful one.

Bonus Actions

Void Teleport (Recharge 5–6). Astel raises its hands, forming an orb around itself and then teleports to an unoccupied space it can see within 120 feet of itself. After that it can make a bite attack with advantage, on a hit dealing plus 70 (20d6) piercing damage, and grappling, the target is restrained if is a large or smaller creature, (escape DC 16) the target. Until the grapple ends, the target takes 70 (20d6) piercing damage at the start of each of the Astel's turns and Astel can't use its bite in another creature.

Legendary Actions

Astel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Astel regains spent legendary actions at the start of its turn.

Move. Astel moves up to its speed.

Tail or Claw Attack. Astel makes a tail or claw attack.

Gravity Manipulation (Costs 3 Actions). Astel manipulates the gravity 30-foot-radius, 40-foot-high cylinder centered on itself. All creatures, other than Astel, and objects that aren't somehow anchored to the ground in the area fall upward and reaching 40 feet in the air. Right after this, all affected objects and creatures fall back down.


Crucible Knight (Sword)

Medium humanoid (any), lawful neutral


  • Armor Class 20 (plate and shield)
  • Hit Points 103 (13d8 + 52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 18 (+4)

  • Saving Throws Str +8, Con +8, Cha +8
  • Senses passive Perception 16
  • Languages Common, Celestial, Draconic
  • Challenge 10 (5,900 XP)

Knight's will. The Knight's attacks score a critical hit on a roll of 19 or 20.

Actions

Multiattack. The Knight uses his Seismic Wave and then makes two attacks.

Crucible Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d6 + 4) slashing damage.

Seismic Wave. The Knight stomps on the creating a shockwave on the ground in a 20-feet cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone.

Fire Breath (Recharge 5-6). The Knight exhales fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Action

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Golden Flying. The Knight grows a pair of golden wings and gains 40 ft of flying speed and is immune to fall damage until the end of its turn.

Reactions

Parry. The knight adds 4 to its AC against one melee weapon attack that would hit it. To do so, it must be able to see the attacker and be wielding a melee weapon.


Crucible Knight (Spear)

Medium humanoid (any), lawful neutral


  • Armor Class 18 (plate)
  • Hit Points 103 (13d8 + 52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 18 (+4)

  • Saving Throws Str +8, Con +8, Cha +8
  • Senses passive Perception 16
  • Languages Common, Celestial, Draconic
  • Challenge 10 (5,900 XP)

Knight's will. The Knight's attacks score a critical hit on a roll of 19 or 20.

Charge. If the Knight moves at least 10 feet straight toward a target and then hits it with a shoulder horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Multiattack. The Knight uses his Seismic Wave and then makes two attacks with its spear.

Crucible Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Shoulder Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Seismic Wave. The Knight stomps on the creating a shockwave on the ground in a 20-feet cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone.

Bonus Action

Flying Dash (Recharge 5-6). The Knight grows a pair of golden wings and gains 40 ft of flying speed and is immune to fall damage until the end of its turn. then moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the Knight enters must succeed on a DC 16 Dexterity saving throw Each creature in the line must make a Dexterity saving throw. A creature takes 10 (1d12 + 4) piercing plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.


Godskin Noble

Medium humanoid (any), lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 146 (13d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 12 (+1) 19 (+4) 12 (+1)

  • Saving Throws Str +9, Con +9, Wis +9
  • Damage Resistances Bludgeoning, Fire, Necrotic, Radiant
  • Senses Darkvision 120 ft. passive Perception 14
  • Languages Common, Celestial, Undercommon, Abissal
  • Challenge 15 (13,000 XP)

Magic Resistance. The Noble has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Noble makes three attacks.

Godskin Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Black Flame. Ranged Spell Attack: +9 to hit, reach 60 ft., one target. Hit: 4 (1d6) fire damage plus 4 (1d6) necrotic or radiant damage.

Bonus Action

Black Flame Ritual. The Noble conjures pillars of black flame in a 5-foot radius around him until the beginning of his next turn. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 14 (3d8) fire damage plus 7 (2d6) necrotic or radiant damage, or half as much damage on a successful save. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

Godskin Wheel (Recharge 5-6). The Noble moves up to its speed. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the noble enters must succeed on a DC 19 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the golem's path. On a failed save, the creature falls prone and takes 18 (4d8) bludgeoning damage.

Reactions

Belly Shove. If a creature attacks the Noble with a melee attack, the noble forces that creature to make a DC 19 Strength saving throw, taking 11 (2d10) bludgeoning damage, pushed 10 feet from the Noble and knocked prone on a failed save.


Godskin Apostle

Medium humanoid (any), lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 113 (13d8 + 59)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 12 (+1) 19 (+4) 12 (+1)

  • Saving Throws Dex +9, Con +9, Wis +9
  • Damage Resistances Fire, Necrotic, Radiant
  • Senses Darkvision 120 ft. passive Perception 14
  • Languages Common, Celestial, Undercommon, Abissal
  • Challenge 14 (11,500 XP)

Magic Resistance. The Apostle has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Apostle makes three attacks.

Twin Sickle. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) slashing damage.

Black Flame. Ranged Spell Attack: +9 to hit, reach 60 ft., one target. Hit: 4 (1d6) fire damage plus 4 (1d6) necrotic or radiant damage.

Black Flame Whirlwind (Recharge 5-6). The Apostle's weapon is engulfed in black flames and he begins twirling it above him, creating a whirlwind of black flames that extends outwards in a 30-feet radius around him. Each creature other than you in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) fire damage plus 14 (4d6) necrotic or radiant damage.

Bonus Action

Black Flame's Heat. The next time the Apostle hits with a melee weapon attack, the attack deals an extra 7 (2d6) fire damage plus 7 (2d6) necrotic or radiant damage.

Elastic Skin. The Apostle "unseats" the skin of his torso from his body, allowing him to fling his upper half around, giving him much greater range. The Apostle increases his Twin Sickle range in 30 feet and can make one more Twin Sickle attack in his multiattack until the end of his turn.



Rennala, Queen of the Full Moon

Medium humanoid, lawful neutral


  • Armor Class 16 (Lunar Mantle)
  • Hit Points 150 (20d8 + 40)
  • Speed 30 ft. fly 30 ft. (hover).

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 28 (+9) 20 (+5) 16 (+3)

  • Saving Throws Dex +7, Int +14, Wis +10
  • Skills Arcane +19
  • Damage Resistances cold, force
  • Condition Immunities charmed
  • Senses darkvision 360 ft.
  • Languages Common, Celestial plus any six languages
  • Challenge 16 (15,000 XP)

Legendary Resistance (3/Day). If Rennala fails a saving throw, he can choose to succeed instead.

Lunar Mantle. Rennala has 16 of AC and immunity against critical hits.

Magic Resistance. Rennala has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Rennala makes two Glintstone Cometshard attacks and uses Shattering Crystal or Rennala's Full Moon, if it is available.

Quaterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) bludgeoning damage.

Glintstone Cometshard. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 26 (3d10 + 9) force damage.

Shattering Crystal. Rennala summons a large crystal in front of her, then shatters it and send the shards flying in a large area in front of her. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 11 (3d6) piercing damage plus 11 (3d6) force damage on a failed save, or half as much damage on a successful one.

Rennala's Full Moon (Recharge 4-6). Curls up into the air and transforms into a full moon. Right after, she leaves the 5-foot-diameter sphere of radiant moonlight sending it flying moving up to 30 feet at the end of each turn. If the sphere reaches a creature space it explodes. Each creature, other than Rennala, in a 10-foot-radius sphere centered on the explosion must make a DC 22 Dexterity saving throw, taking 21 (6d6) radiant damage plus 21 (6d6) force damage on a failed save, or half as much damage on a successful one. Rennala can only have one sphere under her control at a time.

Bonus Actions

Spirit Ashes. Rennala magically summons a spectral random creature from the table below into an unoccupied space within 30 feet of her. These summoned creatures act immediately after Rennala's turn and disappear at the start of her next turn.

  • 1 - Four Wolves
  • 2 - One Bloodhound Knight
  • 3 - One Troll
  • 4 - One Adult Red Dragon (without legendary actions)

Reactions

Twirling Spiral. When target by an attack that Rennala can see, she throws her staff in a wide spiral around her. She adds 5 to her AC against one melee weapon attack that would hit her. If she was target by a melee attack, the attacker creature must make a DC 22 Dexterity saving throw, taking 11 (2d10) bludgeoning damage plus 11 (2d10) force damage on a failed save. If she was target by a ranged attack, the attack automatically misses.

Legendary Actions

Rennala can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rennala regains spent legendary actions at the start of her turn.

Lunar Movement. Rennala moves up to her speed. This movement don't trigger attacks of opportunity.

Star Shower (Costs 2 Actions). Rennala casts the spell Magic Missile at 5th level.

Comet Azur (Costs 3 Actions). Rennala shoots a beam of energy directly forward in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) radiant damage plus 27 (6d8) force damage and is knocked prone.



Godfrey, The First Elden Lord

Large humanoid (human), Lawful Neutral


  • Armor Class 22 (Unarmored defense)
  • Hit Points 287 (25d10+150)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 26 (+8) 14 (+2) 20 (+5) 18 (+4)

  • Saving Throws Str +15, Con +15, Wis +12
  • Skills Athletics +15, Perception +12, Religion +9
  • Condition Immunities charmed, frightened
  • Senses Passive Perception 21
  • Languages Common, Celestial
  • Challenge 23 (50,000 XP)

Charge (Hourax Loux only) If the Godfrey moves at least 15 feet straight toward a target and then hits it with a unarmed attack on the next attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.

Hoarah Loux, Warrior (1x). If Godfrey would be reduced to 0 hit points, his current hit point total instead resets to 150 hit points, recharges his Fissure, he gains resistances to all types of damage except psychic, his Fissure deals the double of damage, regains any expended uses of Legendary Resistance and can't use his Greataxe attack. Additionally, Godfrey can now use the options in the "Mythic Actions" section, his Charge and Reckless Attacks. Award a party double of his XP for defeating Godfrey after her Hoarah Loux, Warrior activates.

Legendary Resistance (3/Day). If Godfrey fails a saving throw, he can choose to succeed instead.

Magic Resistance. Godfrey has advantage on saving throws against spells and other magical effects.

Magic Weapons. Godfrey's weapon attacks are magical.

Powerful Body. Godfrey has advantage on Strength checks and Strength Saving Throws.

Reckless Attacks (Hoarah Loux only). Godfrey can choose to advantage on melee weapon Attack rolls during his turn, but Attack rolls against him have advantage until his next turn.

Actions

Multiattack. Godfrey uses his Regal Roar and then three melee attacks.

Greataxe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage.

Unarmed Attack (Hoarah Loux only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

Regal Roar. Godfrey stomps and roar on the creating a shockwave on the ground in a 20-feet cone. Each creature other than you in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 3d6 bludgeoning damage plus 3d6 thunder damage and is knocked prone. On a success, takes half of the damage and isn't knocked prone. If the saving throw fails by 5 or more, the creature is stunned until the end of Godfrey's next turn.

Fissure (Recharge 5-6). Godfrey hits the ground with a lot of power. This creates a fissure that spans in a 45-feet radius around him. The released energy explodes. Each creature in that area must make a DC 23 Constitution saving throw. A creature takes 39 (6d12) bludgeoning damage and is knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one.

Bonus Actions

Aggressive Warrior (Hoarah Loux only). Godfrey can move up to its speed toward a hostile creature it can see, then makes two unarmed attacks.

Grabbing Attack (Hoarah Loux only). Godfrey makes an unarmed attack, in a hit if the target is a Huge or smaller creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained, and Godfrey can't attack another target.

Legendary Actions

Godfrey can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Godfrey regains spent legendary actions at the start of his turn.

Move. Godfrey moves up to his speed.

Attack. Godfrey makes a melee attack.

Elden Lord Presence (Costs 3 Actions). Each creature of Godfrey's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw with disadvantage 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 Godfrey's Elden Lord Presence for the next 24 hours.

Mythic Actions

If the Hoarah Loux, Warrior trait has been activated, Godfrey can use the options below as legendary actions.

Grabbing Attack. Godfrey uses his Grabbing Attack.

Hoarah Loux's Earthshaker (Costs 2 Actions). Godfrey leaps with an grabbed creature slam it to the ground. The grabbed creature takes 72 (10d12 + 7) bludgeoning damage and is knocked prone.



Maliketh, the Black Blade

Large humanoid (wolfman), lawful neutral


  • Armor Class 18 (Fullplate)
  • Hit Points 237 (25d10 + 75)
  • Speed 100 ft.

STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 18 (+4) 14 (+2) 24 (+7) 14 (+2)

  • Saving Throws Dex +14, Con +11, Wis +14
  • Skills Acrobatics +21, Deception +9, Perception +14
  • Damage Immunities Necrotic
  • Damage Resistances Radiant
  • Senses darkvision 120 ft., passive Perception 24
  • Languages Common, Celestial, Undercommon
  • Challenge 23 (50,000 XP)

Evasion. If Maliketh is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Keen Hearing and Smell. Maliketh has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Legendary Resistance (3/Day). If Maliketh fails a saving throw, he can choose to succeed instead.

Magic Resistance. Maliketh has advantage on saving throws against spells and other magical effects.

Rune of Death. Maliketh's attacks are magical and ignores resistances against necrotic damage.

True Death. A creature that have been killed by Maliketh can only be revived by a proper spell of 8th level or higher.

Actions

Multiattack. Maliketh makes four attacks.

Black Blade. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a short rest.

Blade of Death. Ranged Weapon Attack: +14 to hit, reach 60/120 ft., one target. Hit: 21 (6d6) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a short rest.

Bonus Action

Wolf's Agility. Maliketh takes the Disengage and jumps up to 30 feet.

Maliketh's Roar (Recharge 5-6). Maliketh lets out an especially powerful roar. Creatures of within 15 feet of it that can hear it must succeed on a DC 22 Constitution saving throw or take 14 (4d6) thunder damage and become stunned of the end of Maliketh's next turn.

Reactions

Uncanny Dodge. Maliketh halves the damage that it takes from an attack that hits it. Maliketh must be able to see the attacker.

Legendary Actions

Maliketh can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Maliketh regains spent legendary actions at the start of his turn.

Wolf Step. Maliketh moves up to his speed, this movement don't trigger attacks of opportunity.

Attack. Maliketh makes a melee attack.

Death Piledriver (Costs 2 Actions). Maliketh dashes and makes a Black Blade Attack. Each creature, other than Maliketh, within 15 feet from the attack must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) necrotic damage and is knocked prone. On a successful save, takes half the damage and isn't knocked prone. Hit point maximum of those affected is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a short rest.



Radagon of the Golden Order

Medium humanoid (empyrean), Lawful Neutral


  • Armor Class 24 (natural armor)
  • Hit Points 375 (30d8 + 240)
  • Speed 60 ft. fly 40 ft. (hover)

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 26 (+8) 20 (+5) 28 (+9) 28 (+8)

  • Saving Throws Str +16, Con +16, Wis +17, Cha +16
  • Skills Athletics +16, Religion +21, Perception +17
  • Damage Resistances cold, necrotic
  • Damage Immunities radiant, poison, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, poisoned
  • Senses truesight 120 ft. Passive Perception 27
  • Languages All
  • Challenge 28 (50,000 XP)

Elden Beast Vessel. If damage reduces Radagon to 0 hit points, the Elden Beast will emerge from his body.

Golden Weapons. Radagon's weapon attacks are magical. When Radagon hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Legendary Resistance (3/Day). If Radagon fails a saving throw, he can choose to succeed instead.

Magic Resistance. Radagon has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Radagon makes four attacks.

Golden Hammer. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage plus 27 (6d8) radiant damage.

Golden Spear. Ranged Spell Attack: +17 to hit, reach 120 ft., one target. Hit: 30 (6d6 + 9) radiant damage and the next attack roll made against this target before the end of your next turn has advantage.

Bonus Actions

Golden Teleport. Radagon teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 9 (2d8) radiant damage.

Reactions

Parry. Radagon adds 8 to its AC against one melee weapon attack that would hit it. To do so, it must be able to see the attacker and be wielding a melee weapon.

Legendary Actions

Radagon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Radagon regains spent legendary actions at the start of his turn.

Elden Shattering. Radagon dashes and makes a Golden Hammer Attack. Each creature, other than Radagon, within 15 feet from the attack must make a DC 25 Constitution saving throw. On a failed save, a creature takes 9 (2d8) radiant damage and is knocked prone.

Draining Field (Costs 2 actions). Radagon summons a holy spear and slams it within 60 feet of him, creating a 20-feet radius field that drains health when a creature stands in it. Each creature in that area must make a DC 25 Constitution saving throw. A creature takes 6d12 radiant damage and on a failed save, or half as much damage on a successful one. Radagon regains a number of hit points equal half of the damage dealt.

Elden Lord Presence (Costs 3 Actions). Each creature of the Radagon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw with disadvantage 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 Radagon's Elden Lord Presence for the next 24 hours.



Elden Beast

Gargantuan aberration (titan), Lawful Neutral


  • Armor Class 24 (natural armor)
  • Hit Points 585 (30d20 + 270)
  • Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 29 (+9) 25 (+7) 28 (+9) 30 (+10)

  • Saving Throws Con +18, Int +16, Wis +18, Cha +19
  • Skills Athletics +19, Perception +18, Persuasion +19
  • Damage Resistances cold, force, necrotic
  • Damage Immunities radiant, poison, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, poisoned
  • Senses truesight 360 ft. Passive Perception 27
  • Languages All
  • Challenge 30 (155,000 XP)

Golden Weapons. The Elden Beast's weapon attacks are magical. When the Elden Beast hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Legendary Resistance (5/Day). If the Elden Beast fails a saving throw, he can choose to succeed instead.

Magic Resistance. The Elden Beast has advantage on saving throws against spells and other magical effects.

Radiant Absorb. When the Elden Beast receives radiant damage from other creatures, he regains hit points equal to the radiant damage dealt instead.

Actions

Multiattack. The Elden Beast makes four Elden Sword attacks or two Elden Spears attacks.

Elden Sword. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) slashing damage plus 27 (6d8) radiant damage plus 9 (2d8) fire damage.

Eden Spear. Ranged Spell Attack: +19 to hit, reach 360 ft., two targets. Hit: 31 (6d6 + 10) radiant damage.

Golden Breath (Recharges 5-6). The Elden Beast exhales radiant platinum flames in a 120-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 90 (14d12) radiant damage on a failed save, or half as much damage on a successful one.

Divine Punishment (1/day). The Elden Beast makes an grapple attack against one target. If successful, the target will be lifted up as if it were crucified, where it will be pierced with several golden spears before being let go. The target takes 260 (40d12) radiant damage.

Bonus Actions

Elden Teleport. The Elden Beast teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. He can cause each creature of his choice within 15 feet of his origin space to take 9 (2d8) force damage.

Elden Nebula. The Elden Beast wipes its hands in varying patterns, leaving behind an exploding cloud of brilliant stars. Each creature in a 20-foot cone must make a DC 23 Dexterity saving throw. A creature takes 10 (3d6) force damage plus 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The Elden Beast can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Elden Beast regains spent legendary actions at the start of its turn.

Attack. The Elden Beast makes an Attack.

Pursuit Stars (Costs 2 Actions). The Elden Beast casts Magic Missile at 7th level.

Elden Stars (Costs 2 actions). Sends out a gold projectile that continuously chases its target, within 240 feet. A target must make a DC 26 Dexterity saving throw with disadvantage. On a failed save, a creature takes 47 (8d10) radiant damage.

Ringed Explosion (Costs 3 Actions). The Elden Beast begins levitating in the air, forming the symbol of the Elden Ring in the sky. Said ring will begin affect the area within a 90-feet radius from the beast, before ending in a large explosion. Each creature, other than the Elden Beast, in that area must make a DC 26 Dexterity saving throw, taking takes 65 (10d12) radiant damage on a failed save.

 

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