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# Daedric Imports ___ Welcome to Daedric Imports! Here, you'll find an assortment of stat blocks for some random daedra from the Elder Scrolls series. This document focuses on the core four summons from Skyrim, the Hermaeus Mora daedra from Skyrim's Dragonborn DLC, and Molag Bal's daedric titans from Elder Scrolls Online. In particular, this document includes stat blocks for Miraak and for the Aspect of Molag Bal. Enjoy! For my other homebrew, check out my [GM Binder](https://www.gmbinder.com/profile/badooga) and [Google Drive](https://drive.google.com/drive/u/1/folders/1jr6F4BLbOAfKQ_EtUQyZ6aa_3jijp3gn).
> **Image Source:** Ash Titan, Elder Scrolls Online (Zenimax Studios)
___ ___ >## Clannfear >*Medium fiend (daedra), unaligned* >___ >- **Armor Class** 12 (natural armor) >- **Hit Points** 45 (7d8 + 14) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|15 (+2)|2 (-4)|14 (+2)|7 (-2)| >___ >- **Skills** Athletics +6, Perception +4 >- **Damage Resistances** cold, fire >- **Senses** darkvision 60 ft., passive Perception 14 >- **Languages** — >- **Challenge** 2 (450 XP) >- **Proficiency Bonus** +2 >___ >***Aggressive Leap.*** As a bonus action, the clannfear can jump up to its speed toward a hostile creature that it can see. If it attacks that creature on the same turn and hits, that creature is also knocked prone. > >***Blood Frenzy.*** The clannfear has advantage on melee attack rolls against any creature that is bloodied. > >### Actions >***Multiattack.*** The clannfear makes two attacks: one with its claw and one with its tail. > >***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage. > >***Tail.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage. > >***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.
\pagebreakNum ___ ___ >## Flame Atronach >*Medium elemental (daedra), neutral* >___ >- **Armor Class** 13 >- **Hit Points** 91 (14d8 + 28) >- **Speed** 10 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|17 (+3)|14 (+2)|6 (-2)|10 (+0)|6 (-2)| >___ >- **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** fire, poison >- **Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious >- **Senses** darkvision 60 ft., passive Perception 10 >- **Languages** Ignan >- **Challenge** 5 (1,800 XP) >- **Proficiency Bonus** +3 >___ >***Death Burst.*** When the atronach dies, it explodes in a burst of fire. Each creature within 10 feet of it takes 7 (2d6) fire damage (DC 13 Dexterity save for half). > >***Fire Form.*** A creature that touches the atronach or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. > >***Ignite.*** When the atronach deals fire damage to a creature or flammable object, the target ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. > >***Illumination.*** The atronach sheds bright light in a 30-foot radius and dim light for an additional 30 feet. > >***Water Susceptibility.*** For every 5 feet the atronach moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. > >### Actions >***Multiattack.*** The atronach makes two attacks. > >***Touch.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) fire damage. > >***Fire Blast.*** *Ranged Spell Attack:* +5 to hit, range 120 ft., one target. *Hit:* 11 (2d10) fire damage. > >***Repelling Flames.*** Each creature in a 15-foot cone takes 7 (2d6) fire damage (DC 13 Dexterity save for half). A creature is pushed up to 10 feet away from the atronach on a failed save, or 5 feet away on a successful one. ___ ___ >## Frost Atronach >*Large elemental (daedra), neutral* >___ >- **Armor Class** 18 (natural armor) >- **Hit Points** 184 (16d10 + 96) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|11 (+0)|22 (+6)|7 (-2)|10 (+0)|7 (-2)| >___ >- **Saving Throws** Str +9, Con +10 >- **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** cold, poison >- **Condition Immunities** blinded, exhaustion, paralyzed, petrified, poisoned, unconscious >- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 >- **Languages** Aquan >- **Challenge** 10 (5,900 XP) >- **Proficiency Bonus** +4 >___ >***Chilled Body.*** A creature that touches the atronach or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage. > >***Death Burst.*** When the atronach dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it takes 9 (2d8) slashing damage (DC 17 Dexterity save for half). > >***Frost Aura.*** The ground in a 10-foot radius around the atronach is icy and is difficult terrain for creatures other than it. The radius moves with the atronach. > >***Ice Walk.*** The atronach can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. > >***Siege Monster.*** The atronach deals double damage to objects and structures. > >### Actions >***Multiattack.*** The atronach makes two attacks: one with its jab and one with its uppercut. Alternatively, the atronach makes three attacks against three different targets. > >***Jab.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) cold damage, and the target's speed is halved until the end of the atronach's next turn. > >***Uppercut.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) cold damage, and the target is pushed up to 5 feet away from the atronach if it is Large or smaller. > >***Ground Slam (Recharge 5–6).*** The atronach slams its arm into the ground, releasing an explosion of jagged ice. Each creature within 10 feet of the atronach must succeed on a DC 17 Constitution saving throw, taking 9 (2d8) piercing damage plus 9 (2d8) cold damage on a failed save, or half as much damage on a successful one. \pagebreakNum ___ ___ >## Storm Atronach >*Medium elemental (daedra), neutral* >___ >- **Armor Class** 16 (natural armor) >- **Hit Points** 171 (18d8 + 90) >- **Speed** 0 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|17 (+3)|20 (+5)|8 (-1)|10 (+0)|13 (+1)| >___ >- **Saving Throws** Dex +8, Con +10, Wis +5 >- **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** lightning, poison >- **Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious >- **Senses** darkvision 60 ft., passive Perception 10 >- **Languages** understands primordial but can't speak >- **Challenge** 13 (10,000 XP) >- **Proficiency Bonus** +5 >___ >***Death Burst.*** When the atronach dies, it explodes in a burst of lightning. Each creature within 10 feet of it takes 10 (3d6) lightning damage (DC 18 Dexterity save for half). > >***Lightning Form.*** A creature that touches the atronach, hits it with a melee attack while within 5 feet of it, or starts its turn within 10 feet of the atronach takes 13 (3d8) lightning damage. > >### Actions >***Multiattack.*** The atronach makes two touch attacks. > >***Touch.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) lightning damage. > >***Arc Lightning.*** *Ranged Weapon Attack:* +8 to hit, range 80/320 ft., one target. *Hit:* 21 (4d8 + 3) lightning damage. Each creature in a 5 foot wide line between the target and the atronach (excluding the atronach and the target) also takes 13 (3d8) lightning damage (DC 18 Dexterity save for half). > >***Lightning Storm (Recharge 5–6).*** The atronach unleashes a lightning storm in a 90-foot cone. Each creature in the area takes 36 (8d8) lightning damage (DC 18 Dexterity save for half). ___ ___ >## Dremora Lord >*Medium fiend (dremora), chaotic evil* >___ >- **Armor Class** 18 (*plate armor*) >- **Hit Points** 231 (22d8 + 132) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|12 (+1)|22 (+6)|10 (+0)|11 (+0)|14 (+2)| >___ >- **Saving Throws** Str +12, Con +11, Wis +5, Cha +7 >- **Skills** Intimidation +7, Perception +5 >- **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** necrotic, poison >- **Condition Immunities** exhaustion, poisoned >- **Senses** darkvision 120 ft., passive Perception 15 >- **Languages** Abyssal, Common >- **Challenge** 15 (13,000 XP) >- **Proficiency Bonus** +5 >___ >***Alert.*** The dremora has advantage on initiative rolls and Wisdom (Perception) checks. > >***Deadly Critical.*** The dremora scores a critical hit on a roll of 19 or 20. On a critical hit, the dremora rolls the damage dice three times, instead of twice, and each ally of the target that can see the dremora must succeed on a DC 15 Wisdom saving throw or be frightened of the dremora until the end of the dremora's next turn. > >***Magic Resistance.*** The dremora has advantage on saving throws against spells and other magical effects. > >***Slaughter (1/Turn).*** If the dremora makes a weapon attack with advantage on the attack roll and hits a creature with it, the target takes an additional 7 (2d8) psychic damage. If the target is frightened or incapacitated, the attack also becomes a critical hit. > >### Actions >***Multiattack.*** The dremora makes two weapon attacks. > >***Greatsword.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (4d6 + 7) slashing damage plus 18 (4d8) fire damage. > >### Reactions >***Parry.*** The dremora adds 5 to its AC against one melee attack that would hit it. To do so, the dremora must see the attacker and be wielding a melee weapon. > >***Feast on Weakness.*** When a hostile creature within 20 feet of the dremora fails a saving throw, the dremora regains 10 hit points. > >***Protective Retaliation.*** When a creature within 5 feet of the dremora makes an attack against one of the dremora's allies, the dremora can make a melee weapon attack against the attacking creature. \pagebreakNum ___ ___ >## Seeker >*Medium aberration (daedra), lawful evil* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 71 (13d8 + 13) >- **Speed** 10 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|12 (+1)|12 (+1)|19 (+4)|17 (+3)|16 (+3)| >___ >- **Saving Throws** Int +7, Wis +6, Cha +6 >- **Damage Resistances** cold, fire, psychic >- **Damage Immunities** poison >- **Condition Immunities** poisoned >- **Senses** truesight 120 ft., passive Perception 13 >- **Languages** Deep speech, telepathy 120 ft. >- **Challenge** 8 (3,900 XP) >- **Proficiency Bonus** +3 >___ >***Innate Spellcasting (Psionics).*** The seeker's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: > >At will: *command*, *detect thoughts*, *modify memory* >1/day each: *dominate person*, *invisibility* (self only), *telekinesis* > > >***Magic Resistance.*** The seeker has advantage on saving throws against spells and other magical effects. > >***Summon Clone (1/Day).*** If the seeker has half its hit points or fewer, it can use a bonus action to summon a weaker version of itself at a point within 15 feet of it. This clone lacks the Innate Spellcasting and Summon Clone traits, and only has 33 (6d8 + 6) hit points. The clone acts on the same initiative as its summoner, and follows its summoner's orders to the best of its ability. The clone dies if its summoner dies, if it is reduced to 0 hit points, or if it is ever more than 30 feet away from its summoner. Otherwise, the clone disappears after 1 minute. > >### Actions >***Seeker Drain.*** *Ranged Spell Attack:* automatic hit, range 120 ft., one target. *Hit:* 15 (2d10 + 4) force damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. > >***Knowledge Drain (Recharge 5–6).*** The seeker unleashes a blast of psychic energy in a 60-foot cone. Each creature in that area takes 22 (4d8 + 4) psychic damage (DC 15 Intelligence save for half). On a failed save, the seeker also magically learns one fact or secret about the target. ___ ___ >## Lurker >*Huge aberration (daedra), lawful evil* >___ >- **Armor Class** 18 (natural armor) >- **Hit Points** 187 (15d12 + 90) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|9 (-1)|23 (+6)|8 (-1)|10 (+0)|11 (+0)| >___ >- **Saving Throws** Str +13, Con +11 >- **Damage Resistances** cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** acid, poison >- **Condition Immunities** poisoned >- **Senses** truesight 60 ft., passive Perception 10 >- **Languages** understands Deep Speech but can't speak, telepathy 120 ft. >- **Challenge** 16 (15,000 XP) >- **Proficiency Bonus** +5 >___ >***Magic Resistance.*** The lurker has advantage on saving throws against spells and other magical effects. > >***Regeneration.*** The lurker regains 10 hit points at the start of its turn. If the lurker takes radiant damage, this trait doesn't function at the start of the lurker's next turn. The lurker dies only if it starts its turn with 0 hit points and doesn't regenerate. > >### Actions >***Multiattack.*** The lurker makes two slam attacks. > >***Slam.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage. > >***Acid Spit.*** The lurker spits a ball of acid at a target it can see within 60 feet of it. The target must make a DC 19 Constitution saving throw. On a failed save, the target takes 22 (9d4) acid damage immediately and 12 (5d4) acid damage at the end of its next turn. On a successful save, the target is splashed with acid for half as much of the initial damage and no damage at the end of its next turn. > >***Stomp (Recharge 5–6).*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 22 (4d6 + 8) bludgeoning damage. A mass of tentacles fills a 15-foot-radius, 10-foot-high cylinder centered on the target. Each creature in the cylinder that isn't a lurker or **seeker** takes 10 (3d6) bludgeoning damage plus 10 (3d6) acid damage (DC 19 Dexterity saving throw for half). On a failed save, a target is also restrained restrained. The tentacles disappear at the end of the lurker's next turn, at which time any restrained targets are released. > >### Legendary Actions >The lurker 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 lurker regains spent legendary actions at the start of its turn. > >- **Move.** The lurker moves up to half its speed. >- **Slam.** The lurker makes one slam attack. >- **Acid Spit (Costs 2 Actions).** The lurker uses Acid Spit. \pagebreakNum ___ ___ >## Miraak >*Medium humanoid (human), lawful evil* >___ >- **Armor Class** 18 (21 with Dragon Aspect) >- **Hit Points** 350 (28d8 + 224) >- **Speed** 40 ft., fly 40 ft. (Dragon Aspect) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|27 (+8)|26 (+8)|28 (+9)|23 (+6)|26 (+8)| >___ >- **Saving Throws** Con +16, Int +17, Wis +14, Cha +16 >- **Skills** Arcana +17, History +17, Perception +14 >- **Damage Resistances** damage from spells; bludgeoning, piercing, and slashing from magical attacks >- **Damage Immunities** force, psychic; bludgeoning, piercing, and slashing from nonmagical attacks >- **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned >- **Senses** truesight 120 ft., passive Perception 24 >- **Languages** all, telepathy 120 ft. >- **Challenge** 25 (75,000 XP) >- **Proficiency Bonus** +8 >___ >***Avoidance.*** If Miraak is subjected to an effect that allows him to make a saving throw to only take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. > >***Dragon Aspect (Mythic Trait; 1/Rest)..*** If Miraak would be reduced to 0 hit points, he can use a shout to reset his current hit point total to 350 instead. He then gains a +3 bonus to AC and a flying speed equal to his walking speed for 1 hour. During this time, the size and range/distance of his shouts are doubled in all dimensions. > >***Freedom of Movement.*** Miraak ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > >***Innate Spellcasting (Psionics).*** Miraak is a 20th-level spellcaster. Miraak's innate spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Miraak can innately cast the following spells, requiring no components: > >At will: *detect thoughts*, *nondetection*, *telekinesis** >3/day each: *chain lightning*, *counterspell*, *staggering smite** >2/day each: *scatter*, *reverse gravity**, *wall of force* >1/day each: *divine word*, *psychic scream*, *earthquake** > >*Requires no concentration. > >***Legendary Resistance (3/Day).*** If Miraak fails a saving throw, he can choose to succeed instead. > >***Magic Resistance.*** Miraak has advantage on saving throws against spells and other magical effects. > >### Actions >***Multiattack.*** Miraak casts or uses his at-will *telekinesis* and makes two weapon attacks. > >***Tentacle Sword.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 10 (1d8 + 6) slashing damage plus 14 (4d6) acid damage plus 14 (4d6) force damage, and the target has disadvantage on all saving throws until the end of Miraak's next turn. > >***Bend Will (Recharge 5–6).*** Miraak uses a shout to bend the will of one creature he can see within 60 feet of him, as the *dominate monster* spell (save DC 25, no concentration required), until the end of his next turn. If the target is a dragon, the effect lasts for 1 hour, and if the dragon fails the initial save by 5 or more, the effect becomes permanent, and it can't make saves to break the effect. > >***Fire Breath (Recharge 5–6).*** Miraak uses a shout to exhale fire in a 60-foot cone. Each creature in the area takes 35 (10d6) fire damage (DC 25 Dexterity save for half. > >***Cyclone (Recharge 5–6).*** Miraak uses a shout to creates a whirling cyclone that sows chaos among his enemies. The cyclone is a 5-foot-radius, 30-foot-high cylinder that originates from Miraak and moves 60 feet in a straight line. Each creature that comes in contact with the cyclone is hurled 35 (2d6 × 5) feet away from it in a random direction and takes 22 (5d8) bludgeoning damage (DC 25 Dexterity save for half). > >***Frost Breath (Recharge 5–6).*** Miraak uses a shout to exhale an icy blast in a 60-foot cone. Each creature in the area takes 27 (5d10) cold damage (DC 25 Constitution save for half). On a failed save, a creature's speed is also halved until the end of its next turn. > >***Unrelenting Force (Recharge 5–6).*** Miraak uses a shout to create a blast of energy that travels along a line 10 feet wide and 60 feet long. Each creature and object in the line takes 21 (6d6) force damage (DC 25 Strength save for half). On a failed save, a target is also knocked prone and is pushed 20 feet away from Miraak. > >### Legendary Actions >Miraak 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. Miraak regains spent legendary actions at the start of its turn. > >- **Whirlwind Sprint.** Miraak uses a shout to move up to 60 feet in a straight line without provoking opportunity attacks. >- **Tentacle Sword.** Miraak makes one attack using his tentacle sword. >- **Use a Shout (Costs 2 Actions).** Miraak uses one of his shouts. \pagebreakNum ___ ___ >## Daedric Titan >*Huge fiend (daedra), lawful evil* >___ >- **Armor Class** 19 (natural armor) >- **Hit Points** 256 (19d12 + 133) >- **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|11 (+0)|24 (+7)|16 (+3)|13 (+1)|21 (+5)| >___ >- **Saving Throws** Dex +6, Con +13, Wis +7, Cha +11 >- **Skills** Intimidation +11, Perception +15 >- **Damage Resistances** cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** poison >- **Condition Immunities** poisoned >- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 25 >- **Languages** Common, Infernal >- **Challenge** 17 (18,000 XP) >- **Proficiency Bonus** +6 >___ >***Draconic Imitation.*** The draconic titan can push any Huge or smaller creature it deals bludgeoning, piercing, or slashing damage to up to 5 feet away from it. This doesn't occur if the target makes a save against the damage and succeeds. > >***Unbreakable (3/Day).*** If the daedric titan is grappled, incapacitated, or restrained at the start of its turn, any effect causing these conditions immediately end on the daedric titan. > >### Actions >***Multiattack.*** The daedric titan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > >***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. > >***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage. > >***Tail.*** The daedric titan sweeps its tail in a 15-foot cone. Each creature in the cone takes 17 (2d8 + 8) bludgeoning damage (DC 22 Dexterity save for half). > >***Frightful Presence.*** Each creature of the daedric titan's choice that is within 120 feet of the daedric titan and aware of it must succeed on a DC 19 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 daedric titan's Frightful Presence for the next 24 hours. > >***Fire Breath (Recharge 5–6).*** The daedric titan exhales cold fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage (DC 21 Dexterity save for half). > >### Reactions >***Retaliate.*** When the daedric titan is hit by a melee attack, it can use its Tail action on an area that includes the attacker. > >### Legendary Actions >The daedric titan 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 daedric titan regains spent legendary actions at the start of its turn. > >- **Detect.** The daedric titan makes a Wisdom (Perception) check. >- **Grapple.** The daedric titan attempts to grapple one creature within 10 feet of it. >- **Soul Flame.** The daedric titan exhales a ball of cold fire at a target within 60 feet of it. The target takes 9 (2d8) fire damage plus 9 (2d8) necrotic damage (DC 19 Constitution save for half). If the target is a creature and it fails its saving throw by 5 or more, it is also poisoned until the end of the daedric titan's next turn. >- **Tail (Costs 2 Actions).** The daedric titan uses its Tail action. >- **Wing Attack (Costs 2 Actions).** The daedric titan beats its wings. Each creature within 10 feet of the daedric titan takes 15 (2d6 + 8) bludgeoning damage (DC 22 Dexterity save for half). On a failed save, a target is also knocked prone. The daedric titan can then fly up to half its flying speed. \pagebreakNum ___ ___ >## Ash Titan >*Gargantuan fiend (daedra), lawful evil* >___ >- **Armor Class** 22 (natural armor) >- **Hit Points** 546 (28d20 + 252) >- **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|11 (+0)|29 (+9)|19 (+4)|15 (+2)|23 (+6)| >___ >- **Saving Throws** Dex +8, Con +17, Wis +10, Cha +14 >- **Skills** Intimidation +14, Perception +19 >- **Damage Resistances** cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** fire, poison >- **Condition Immunities** poisoned >- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 29 >- **Languages** Common, Infernal >- **Challenge** 27 (105,000 XP) >- **Proficiency Bonus** +8 >___ >***Draconic Might.*** The ash titan can push any Huge or smaller creature it deals bludgeoning, piercing, or slashing damage to up to 10 feet away from it. This is halved to 5 feet if the target makes a save against the damage and succeeds. > >***Heated Body.*** A creature that touches the ash titan or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage. > >***Unbreakable.*** If the ash titan is grappled, incapacitated, or restrained at the start of its turn, any effect causing these conditions immediately end on the ash titan. > >### Actions >***Multiattack.*** The ash titan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Alternatively, the ash titan can make two attacks with its Lava Blast. > >***Bite.*** *Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. > >***Claw.*** *Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage. > >***Lava Blast.*** *Ranged Weapon Attack:* +17 to hit, range 80/320 ft., one target. *Hit:* 27 (4d8 + 9) fire damage. > >***Tail.*** The ash titan sweeps its tail in a 20-foot cone. Each creature in the cone takes 19 (2d8 + 10) bludgeoning damage (DC 25 Dexterity save for half). > >***Frightful Presence.*** Each creature of the ash titan's choice that is within 120 feet of the ash titan and aware of it must succeed on a DC 19 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 ash titan's Frightful Presence for the next 24 hours. > >***Fire Breath (Recharge 5–6).*** The ash titan exhales fire in a 120-foot cone. Each creature in that area takes 91 (26d6) fire damage (DC 21 Dexterity save for half). >Any surface struck by this Fire Breath is scorched with magical fire for 1 minute. A target that ends its turn in the fire's space takes 14 (4d6) fire damage (DC 21 Dexterity save for half). > >### Reactions >***Retaliate.*** When the ash titan is hit by a melee attack, it can use its Tail action on an area that includes the attacker. > >### Legendary Actions >The ash titan 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 ash titan regains spent legendary actions at the start of its turn. > >- **Detect.** The ash titan makes a Wisdom (Perception) check. >- **Grapple.** The ash titan attempts to grapple one creature within 10 feet of it. >- **Tail (Costs 2 Actions).** The ash titan uses its Tail action. >- **Wing Attack (Costs 2 Actions).** The ash titan beats its wings. Each creature within 10 feet of the ash titan takes 15 (2d6 + 10) bludgeoning damage plus 7 (2d6) fire damage (DC 25 Dexterity save for half). On a failed save, a target is also knocked prone. The ash titan can then fly up to half its flying speed. >- **Lava Storm (Costs 3 Actions).** The ash titan creates a storm made up of magma and flame. The area of the storm consists of up to ten 10-foot cubes, which the ash titan can arrange as it wishes as long as each cube is within 200 feet of it. Each target that is in a cube takes 14 (4d6) fire damage (DC 24 Dexterity save for half). A target in the area of more than one cube is affected only once. > The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. Additionally, any surface that is damaged by these cubes becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. \pagebreakNum ___ ___ >## Aspect of Molag Bal >*Huge fiend (daedra), lawful evil* >___ >- **Armor Class** 22 (natural armor) >- **Hit Points** 406 (28d12 + 224) >- **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|29 (+9)|15 (+2)|26 (+8)|20 (+5)|17 (+3)|25 (+7)| >___ >- **Saving Throws** Str +18, Con +17, Wis +12, Cha +16 >- **Skills** Intimidation +16, Perception +12 >- **Damage Resistances** cold, fire, necrotic >- **Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks >- **Condition Immunities** charmed, exhaustion, frightened, poisoned >- **Senses** truesight 120 ft., passive Perception 22 >- **Languages** all, telepathy 120 ft. >- **Challenge** 29 (135,000 XP) >- **Proficiency Bonus** +9 >___ >***Cold Fire.*** Whenever the aspect deals cold fire damage, the damage dice are evenly split between necrotic damage and fire damage. > >***Discorporation.*** When the aspect drops to 0 hit points or dies, its body is destroyed but its essence travels back to his domain in Coldharbour. > >***Frightful Presence.*** Any creature that starts its turn within 30 feet of the aspect must make a DC 24 Wisdom saving throw. On a failed save, the creature becomes frightened of the aspect for 1 minute or until the creature is more than 60 feet away from it. On a successful save, the creature becomes immune to the aspect's Frightful Presence for 24 hours. > >***Innate Spellcasting.*** The aspect's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components: > >At will: *soul cage*, *telekinesis*** >3/day each: *blade barrier***, *counterspell* >2/day each: *dominate monster***, *illusory dragon* (appearing as a **daedric titan**), *maddening darkness* >1/day each: *earthquake***, *incendiary cloud**, *whirlwind** > >*Deals cold fire damage. >**No concentration required. > >***Legendary Resistance (3/Day).*** If the aspect fails a saving throw, it can choose to succeed instead. > >***Magic Resistance.*** The aspect has advantage on saving throws against spells and other magical effects. > >### Actions >***Multiattack.*** The aspect makes two melee attacks. > >***Mace of Molag Bal (+3 Mace).*** *Melee Weapon Attack:* +21 to hit, reach 10 ft., one target. *Hit:* 26 (4d6 + 12) bludgeoning damage plus 10 (3d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the aspect's next turn. > >***Cold Fire Blast (Recharge 5–6).*** The aspect unleashes cold fire in a 60-foot cone. Each creature within 20 feet of that point takes 42 (12d6) cold fire damage (DC 26 Constitution save for half). A target is also pushed up to 20 feet away from the aspect on a failed save, or half as far on a successful one. > >### Bonus Actions >***Teleport.*** The aspect magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. > >***Command Daedra.*** Each daedra of the aspect's choice that can see or hear the aspect can use its reaction to move up to its speed. > >### Legendary Actions >The aspect 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 aspect regains spent legendary actions at the start of its turn. > >- **Baleful Teleport.** The aspect uses its Teleport bonus action. Each creature within 10 feet of the space the aspect teleports to takes 22 (4d10) cold fire damage (DC 24 Constitution save for half) and is pushed up to 10 feet away from it. >- **Submit.** The aspect targets one creature it can communicate with via telepathy and forces it to move up to its speed in a manner of its choosing (no reaction required). Alternatively, it can force the creature to make a DC 24 Charisma saving throw; on a failed save, the target falls prone and can't stand up until the end of the target's next turn. >- **Cast a Spell (Costs 2 Actions).** The aspect casts one innate spell that takes 1 action to cast, or it uses an action granted by the *telekinesis* spell.