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Daedric Imports

Welcome to Daedric Imports! Here, you'll find an For my other homebrew, check out my GM Binder and
assortment of stat blocks for some random daedra from the Google Drive.
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 Image Source: Ash Titan, Elder Scrolls Online
document includes stat blocks for Miraak and for the
Aspect of Molag Bal. Enjoy!

Clannfear Aggressive Leap. As a bonus action, the clannfear can


jump up to its speed toward a hostile creature that it
Medium fiend (daedra), unaligned
can see. If it attacks that creature on the same turn
and hits, that creature is also knocked prone.
Armor Class 12 (natural armor)
Hit Points 45 (7d8 + 14) Blood Frenzy. The clannfear has advantage on melee
Speed 40 ft. attack rolls against any creature that is bloodied.

Actions
STR DEX CON INT WIS CHA Multiattack. The clannfear makes two attacks: one
18 (+4) 13 (+1) 15 (+2) 2 (-4) 14 (+2) 7 (-2) with its claw and one with its tail.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills Athletics +6, Perception +4 target. Hit: 7 (1d6 + 4) slashing damage.
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 14 Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Languages — target. Hit: 8 (1d8 + 4) slashing damage.
Challenge 2 (450 XP) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Proficiency Bonus +2 target. Hit: 15 (2d10 + 4) piercing damage.

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Flame Atronach Ignite. When the atronach deals fire damage to a
creature or flammable object, the target ignites. Until
Medium elemental (daedra), neutral
a creature takes an action to douse the fire, the target
takes 5 (1d10) fire damage at the start of each of its
Armor Class 13 turns.
Hit Points 91 (14d8 + 28)
Speed 10 ft., fly 60 ft. (hover) 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
STR DEX CON INT WIS CHA moves in water, or for every gallon of water splashed
10 (+0) 17 (+3) 14 (+2) 6 (-2) 10 (+0) 6 (-2) on it, it takes 1 cold damage.

Actions
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks Multiattack. The atronach makes two attacks.
Damage Immunities fire, poison
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Condition Immunities exhaustion, paralyzed, petrified,
one target. Hit: 10 (2d6 + 3) fire damage.
poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10 Fire Blast. Ranged Spell Attack: +5 to hit, range 120
Languages Ignan ft., one target. Hit: 11 (2d10) fire damage.
Challenge 5 (1,800 XP)
Repelling Flames. Each creature in a 15-foot cone
Proficiency Bonus +3 takes 7 (2d6) fire damage (DC 13 Dexterity save for
half). A creature is pushed up to 10 feet away from
Death Burst. When the atronach dies, it explodes in a the atronach on a failed save, or 5 feet away on a
burst of fire. Each creature within 10 feet of it takes 7 successful one.
(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.

Frost Atronach Ice Walk. The atronach can move across and climb icy
surfaces without needing to make an ability check.
Large elemental (daedra), neutral
Additionally, difficult terrain composed of ice or
snow doesn't cost it extra moment.
Armor Class 18 (natural armor)
Hit Points 184 (16d10 + 96) Siege Monster. The atronach deals double damage to
Speed 40 ft. objects and structures.
Actions
STR DEX CON INT WIS CHA Multiattack. The atronach makes two attacks: one with
its jab and one with its uppercut. Alternatively, the
20 (+5) 11 (+0) 22 (+6) 7 (-2) 10 (+0) 7 (-2)
atronach makes three attacks against three different
targets.
Saving Throws Str +9, Con +10
Damage Resistances bludgeoning, piercing, and Jab. Melee Weapon Attack: +9 to hit, reach 10 ft., one
slashing from nonmagical attacks target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7
Damage Immunities cold, poison (2d6) cold damage, and the target's speed is halved
Condition Immunities blinded, exhaustion, paralyzed, until the end of the atronach's next turn.
petrified, poisoned, unconscious
Uppercut. Melee Weapon Attack: +9 to hit, reach 5
Senses blindsight 60 ft. (blind beyond this radius),
ft., one target. Hit: 16 (2d10 + 5) bludgeoning
passive Perception 10
damage plus 7 (2d6) cold damage, and the target is
Languages Aquan
pushed up to 5 feet away from the atronach if it is
Challenge 10 (5,900 XP)
Large or smaller.
Proficiency Bonus +4
Ground Slam (Recharge 5–6). The atronach slams its
Chilled Body. A creature that touches the atronach or arm into the ground, releasing an explosion of jagged
hits it with a melee attack while within 5 feet of it ice. Each creature within 10 feet of the atronach
takes 10 (3d6) cold damage. must succeed on a DC 17 Constitution saving throw,
taking 9 (2d8) piercing damage plus 9 (2d8) cold
Death Burst. When the atronach dies, it explodes in a damage on a failed save, or half as much damage on a
burst of jagged ice. Each creature within 5 feet of it successful one.
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.
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Storm Atronach Lightning Form. A creature that touches the atronach,
hits it with a melee attack while within 5 feet of it, or
Medium elemental (daedra), neutral
starts its turn within 10 feet of the atronach takes 13
(3d8) lightning damage.
Armor Class 16 (natural armor)
Hit Points 171 (18d8 + 90) Actions
Speed 0 ft., fly 60 ft. (hover)
Multiattack. The atronach makes two touch attacks.
Touch. Melee Weapon Attack: +8 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 10 (2d6 + 3) lightning damage.
16 (+3) 17 (+3) 20 (+5) 8 (-1) 10 (+0) 13 (+1) Arc Lightning. Ranged Weapon Attack: +8 to hit,
range 80/320 ft., one target. Hit: 21 (4d8 + 3)
Saving Throws Dex +8, Con +10, Wis +5 lightning damage. Each creature in a 5 foot wide line
Damage Resistances bludgeoning, piercing, and between the target and the atronach (excluding the
slashing from nonmagical attacks atronach and the target) also takes 13 (3d8) lightning
Damage Immunities lightning, poison damage (DC 18 Dexterity save for half).
Condition Immunities exhaustion, paralyzed, petrified,
Lightning Storm (Recharge 5–6). The atronach
poisoned, unconscious
unleashes a lightning storm in a 90-foot cone. Each
Senses darkvision 60 ft., passive Perception 10
creature in the area takes 36 (8d8) lightning damage
Languages understands primordial but can't speak
(DC 18 Dexterity save for half).
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).

Dremora Lord Magic Resistance. The dremora has advantage on


saving throws against spells and other magical
Medium fiend (dremora), chaotic evil
effects.

Armor Class 18 (plate armor) Slaughter (1/Turn). If the dremora makes a weapon
Hit Points 231 (22d8 + 132) attack with advantage on the attack roll and hits a
Speed 40 ft. 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.
STR DEX CON INT WIS CHA
Actions
24 (+7) 12 (+1) 22 (+6) 10 (+0) 11 (+0) 14 (+2)
Multiattack. The dremora makes two weapon attacks.
Saving Throws Str +12, Con +11, Wis +5, Cha +7 Greatsword. Melee Weapon Attack: +12 to hit, reach
Skills Intimidation +7, Perception +5 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage
Damage Resistances cold, fire, lightning; bludgeoning, plus 18 (4d8) fire damage.
piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison Reactions
Condition Immunities exhaustion, poisoned Parry. The dremora adds 5 to its AC against one melee
Senses darkvision 120 ft., passive Perception 15 attack that would hit it. To do so, the dremora must
Languages Abyssal, Common see the attacker and be wielding a melee weapon.
Challenge 15 (13,000 XP)
Proficiency Bonus +5 Feast on Weakness. When a hostile creature within 20
feet of the dremora fails a saving throw, the dremora
Alert. The dremora has advantage on initiative rolls regains 10 hit points.
and Wisdom (Perception) checks. Protective Retaliation. When a creature within 5 feet
Deadly Critical. The dremora scores a critical hit on a of the dremora makes an attack against one of the
roll of 19 or 20. On a critical hit, the dremora rolls dremora's allies, the dremora can make a melee
the damage dice three times, instead of twice, and weapon attack against the attacking creature.
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.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Seeker Magic Resistance. The seeker has advantage on saving
throws against spells and other magical effects.
Medium aberration (daedra), lawful evil
Summon Clone (1/Day). If the seeker has half its hit
Armor Class 15 (natural armor) points or fewer, it can use a bonus action to summon
Hit Points 71 (13d8 + 13) a weaker version of itself at a point within 15 feet of
Speed 10 ft., fly 60 ft. (hover) 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
STR DEX CON INT WIS CHA summoner, and follows its summoner's orders to the
best of its ability. The clone dies if its summoner
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 16 (+3) dies, if it is reduced to 0 hit points, or if it is ever
more than 30 feet away from its summoner.
Saving Throws Int +7, Wis +6, Cha +6 Otherwise, the clone disappears after 1 minute.
Damage Resistances cold, fire, psychic
Damage Immunities poison Actions
Condition Immunities poisoned Seeker Drain. Ranged Spell Attack: automatic hit,
Senses truesight 120 ft., passive Perception 13 range 120 ft., one target. Hit: 15 (2d10 + 4) force
Languages Deep speech, telepathy 120 ft. damage. The target must succeed on a DC 15
Challenge 8 (3,900 XP) Constitution saving throw or be poisoned until the
Proficiency Bonus +3 end of its next turn.

Innate Spellcasting (Psionics). The seeker's innate Knowledge Drain (Recharge 5–6). The seeker
spellcasting ability is Intelligence (spell save DC 15). unleashes a blast of psychic energy in a 60-foot cone.
It can innately cast the following spells, requiring no Each creature in that area takes 22 (4d8 + 4) psychic
components: damage (DC 15 Intelligence save for half). On a failed
save, the seeker also magically learns one fact or
At will: command, detect thoughts, modify memory secret about the target.
1/day each: dominate person, invisibility (self only),
telekinesis

Lurker Slam. Melee Weapon Attack: +13 to hit, reach 10 ft.,


one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Huge aberration (daedra), lawful evil
Acid Spit. The lurker spits a ball of acid at a target it
Armor Class 18 (natural armor) can see within 60 feet of it. The target must make a
Hit Points 187 (15d12 + 90) DC 19 Constitution saving throw. On a failed save,
Speed 40 ft. 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
STR DEX CON INT WIS CHA for half as much of the initial damage and no damage
at the end of its next turn.
27 (+8) 9 (-1) 23 (+6) 8 (-1) 10 (+0) 11 (+0)
Stomp (Recharge 5–6). Melee Weapon Attack: +13 to
hit, reach 5 ft., one target. Hit: 22 (4d6 + 8)
Saving Throws Str +13, Con +11 bludgeoning damage. A mass of tentacles fills a 15-
Damage Resistances cold, fire, psychic; bludgeoning,
foot-radius, 10-foot-high cylinder centered on the
piercing, and slashing from nonmagical attacks target. Each creature in the cylinder that isn't a lurker
Damage Immunities acid, poison or seeker takes 10 (3d6) bludgeoning damage plus
Condition Immunities poisoned
10 (3d6) acid damage (DC 19 Dexterity saving throw
Senses truesight 60 ft., passive Perception 10 for half). On a failed save, a target is also restrained
Languages understands Deep Speech but can't speak,
restrained. The tentacles disappear at the end of the
telepathy 120 ft.
lurker's next turn, at which time any restrained targets
Challenge 16 (15,000 XP) are released.
Proficiency Bonus +5
Legendary Actions
Magic Resistance. The lurker has advantage on saving
throws against spells and other magical effects. The lurker can take 3 legendary actions, choosing
from the options below. Only one legendary action
Regeneration. The lurker regains 10 hit points at the can be used at a time and only at the end of another
start of its turn. If the lurker takes radiant damage, creature's turn. The lurker regains spent legendary
this trait doesn't function at the start of the lurker's actions at the start of its turn.
next turn. The lurker dies only if it starts its turn with
0 hit points and doesn't regenerate. Move. The lurker moves up to half its speed.
Slam. The lurker makes one slam attack.
Actions
Acid Spit (Costs 2 Actions). The lurker uses Acid Spit.
Multiattack. The lurker makes two slam attacks.
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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Miraak Multiattack. Miraak casts or uses his at-will telekinesis
Medium humanoid (human), lawful evil and makes two weapon attacks.
Tentacle Sword. Melee Weapon Attack: +14 to hit,
Armor Class 18 (21 with Dragon Aspect) reach 15 ft., one target. Hit: 10 (1d8 + 6) slashing
Hit Points 350 (28d8 + 224) damage plus 14 (4d6) acid damage plus 14 (4d6)
Speed 40 ft., fly 40 ft. (Dragon Aspect) force damage, and the target has disadvantage on all
saving throws until the end of Miraak's next turn.
STR DEX CON INT WIS CHA Bend Will (Recharge 5–6). Miraak uses a shout to bend
the will of one creature he can see within 60 feet of
22 (+6) 27 (+8) 26 (+8) 28 (+9) 23 (+6) 26 (+8) him, as the dominate monster spell (save DC 25, no
concentration required), until the end of his next
Saving Throws Con +16, Int +17, Wis +14, Cha +16 turn. If the target is a dragon, the effect lasts for 1
Skills Arcana +17, History +17, Perception +14 hour, and if the dragon fails the initial save by 5 or
Damage Resistances damage from spells; more, the effect becomes permanent, and it can't
bludgeoning, piercing, and slashing from magical make saves to break the effect.
attacks
Fire Breath (Recharge 5–6). Miraak uses a shout to
Damage Immunities force, psychic; bludgeoning,
exhale fire in a 60-foot cone. Each creature in the
piercing, and slashing from nonmagical attacks
area takes 35 (10d6) fire damage (DC 25 Dexterity
Condition Immunities charmed, exhaustion,
save for half.
frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120 ft., passive Perception 24 Cyclone (Recharge 5–6). Miraak uses a shout to
Languages all, telepathy 120 ft. creates a whirling cyclone that sows chaos among his
Challenge 25 (75,000 XP) enemies. The cyclone is a 5-foot-radius, 30-foot-high
Proficiency Bonus +8 cylinder that originates from Miraak and moves 60
feet in a straight line. Each creature that comes in
Avoidance. If Miraak is subjected to an effect that contact with the cyclone is hurled 35 (2d6 × 5) feet
allows him to make a saving throw to only take half away from it in a random direction and takes 22
damage, he instead takes no damage if he succeeds (5d8) bludgeoning damage (DC 25 Dexterity save for
on the saving throw, and only half damage if he fails. half).

Dragon Aspect (Mythic Trait; 1/Rest).. If Miraak would Frost Breath (Recharge 5–6). Miraak uses a shout to
be reduced to 0 hit points, he can use a shout to exhale an icy blast in a 60-foot cone. Each creature in
reset his current hit point total to 350 instead. He the area takes 27 (5d10) cold damage (DC 25
then gains a +3 bonus to AC and a flying speed equal Constitution save for half). On a failed save, a
to his walking speed for 1 hour. During this time, the creature's speed is also halved until the end of its
size and range/distance of his shouts are doubled in next turn.
all dimensions. Unrelenting Force (Recharge 5–6). Miraak uses a shout
Freedom of Movement. Miraak ignores difficult terrain, to create a blast of energy that travels along a line 10
and magical effects can't reduce his speed or cause feet wide and 60 feet long. Each creature and object
him to be restrained. He can spend 5 feet of in the line takes 21 (6d6) force damage (DC 25
movement to escape from nonmagical restraints or Strength save for half). On a failed save, a target is
being grappled. also knocked prone and is pushed 20 feet away from
Miraak.
Innate Spellcasting (Psionics). Miraak is a 20th-level
spellcaster. Miraak's innate spellcasting ability is Legendary Actions
Intelligence (spell save DC 25, +17 to hit with spell
Miraak can take 3 legendary actions, choosing from
attacks). Miraak can innately cast the following spells, the options below. Only one legendary action can be
requiring no components:
used at a time and only at the end of another
At will: detect thoughts, nondetection, telekinesis* creature's turn. Miraak regains spent legendary
3/day each: chain lightning, counterspell, staggering actions at the start of its turn.
smite*
2/day each: scatter, reverse gravity*, wall of force Whirlwind Sprint. Miraak uses a shout to move up to
1/day each: divine word, psychic scream, earthquake* 60 feet in a straight line without provoking
opportunity attacks.
*Requires no concentration.
Tentacle Sword. Miraak makes one attack using his
Legendary Resistance (3/Day). If Miraak fails a saving tentacle sword.
throw, he can choose to succeed instead.
Use a Shout (Costs 2 Actions). Miraak uses one of his
Magic Resistance. Miraak has advantage on saving shouts.
throws against spells and other magical effects.
Actions

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Daedric Titan Frightful Presence. Each creature of the daedric titan's
choice that is within 120 feet of the daedric titan and
Huge fiend (daedra), lawful evil
aware of it must succeed on a DC 19 Wisdom saving
throw or become frightened for 1 minute. A creature
Armor Class 19 (natural armor) can repeat the saving throw at the end of each of its
Hit Points 256 (19d12 + 133) turns, ending the effect on itself on a success. If a
Speed 40 ft., climb 40 ft., fly 80 ft. 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.
STR DEX CON INT WIS CHA
Fire Breath (Recharge 5–6). The daedric titan exhales
27 (+8) 11 (+0) 24 (+7) 16 (+3) 13 (+1) 21 (+5) cold fire in a 60-foot cone. Each creature in that area
takes 63 (18d6) fire damage (DC 21 Dexterity save
Saving Throws Dex +6, Con +13, Wis +7, Cha +11 for half).
Skills Intimidation +11, Perception +15
Damage Resistances cold, fire, necrotic; bludgeoning, Reactions
piercing, and slashing from nonmagical attacks Retaliate. When the daedric titan is hit by a melee
Damage Immunities poison attack, it can use its Tail action on an area that
Condition Immunities poisoned includes the attacker.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 25 Legendary Actions
Languages Common, Infernal The daedric titan can take 3 legendary actions,
Challenge 17 (18,000 XP) choosing from the options below. Only one
Proficiency Bonus +6 legendary action can be used at a time and only at the
end of another creature's turn. The daedric titan
Draconic Imitation. The draconic titan can push any regains spent legendary actions at the start of its turn.
Huge or smaller creature it deals bludgeoning,
piercing, or slashing damage to up to 5 feet away Detect. The daedric titan makes a Wisdom
from it. This doesn't occur if the target makes a save (Perception) check.
against the damage and succeeds.
Grapple. The daedric titan attempts to grapple one
Unbreakable (3/Day). If the daedric titan is grappled, creature within 10 feet of it.
incapacitated, or restrained at the start of its turn, any Soul Flame. The daedric titan exhales a ball of cold fire
effect causing these conditions immediately end on at a target within 60 feet of it. The target takes 9
the daedric titan. (2d8) fire damage plus 9 (2d8) necrotic damage
(DC 19 Constitution save for half). If the target is a
Actions creature and it fails its saving throw by 5 or more,
Multiattack. The daedric titan can use its Frightful it is also poisoned until the end of the daedric
Presence. It then makes three attacks: one with its titan's next turn.
bite and two with its claws. Tail (Costs 2 Actions). The daedric titan uses its Tail
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., action.
one target. Hit: 19 (2d10 + 8) piercing damage plus Wing Attack (Costs 2 Actions). The daedric titan beats
7 (2d6) fire damage. its wings. Each creature within 10 feet of the
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., daedric titan takes 15 (2d6 + 8) bludgeoning
one target. Hit: 15 (2d6 + 8) slashing damage. damage (DC 22 Dexterity save for half). On a failed
save, a target is also knocked prone. The daedric
Tail. The daedric titan sweeps its tail in a 15-foot titan can then fly up to half its flying speed.
cone. Each creature in the cone takes 17 (2d8 + 8)
bludgeoning damage (DC 22 Dexterity save for half).

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ash Titan Fire Breath (Recharge 5–6). The ash titan exhales fire
in a 120-foot cone. Each creature in that area takes
Gargantuan fiend (daedra), lawful evil
91 (26d6) fire damage (DC 21 Dexterity save for
half).
Armor Class 22 (natural armor) Any surface struck by this Fire Breath is scorched
Hit Points 546 (28d20 + 252) with magical fire for 1 minute. A target that ends its
Speed 40 ft., climb 40 ft., fly 80 ft. turn in the fire's space takes 14 (4d6) fire damage
(DC 21 Dexterity save for half).
STR DEX CON INT WIS CHA Reactions
30 (+10) 11 (+0) 29 (+9) 19 (+4) 15 (+2) 23 (+6) Retaliate. When the ash titan is hit by a melee attack,
it can use its Tail action on an area that includes the
Saving Throws Dex +8, Con +17, Wis +10, Cha +14 attacker.
Skills Intimidation +14, Perception +19
Damage Resistances cold, necrotic; bludgeoning,
Legendary Actions
piercing, and slashing from nonmagical attacks The ash titan can take 3 legendary actions, choosing
Damage Immunities fire, poison from the options below. Only one legendary action
Condition Immunities poisoned can be used at a time and only at the end of another
Senses blindsight 60 ft., darkvision 120 ft., passive creature's turn. The ash titan regains spent legendary
Perception 29 actions at the start of its turn.
Languages Common, Infernal
Challenge 27 (105,000 XP) Detect. The ash titan makes a Wisdom (Perception)
Proficiency Bonus +8 check.
Grapple. The ash titan attempts to grapple one
Draconic Might. The ash titan can push any Huge or creature within 10 feet of it.
smaller creature it deals bludgeoning, piercing, or
Tail (Costs 2 Actions). The ash titan uses its Tail
slashing damage to up to 10 feet away from it. This is
action.
halved to 5 feet if the target makes a save against the
damage and succeeds. Wing Attack (Costs 2 Actions). The ash titan beats its
wings. Each creature within 10 feet of the ash titan
Heated Body. A creature that touches the ash titan or takes 15 (2d6 + 10) bludgeoning damage plus 7
hits it with a melee attack while within 5 feet of it (2d6) fire damage (DC 25 Dexterity save for half).
takes 14 (4d6) fire damage. On a failed save, a target is also knocked prone.
Unbreakable. If the ash titan is grappled, incapacitated, The ash titan can then fly up to half its flying speed.
or restrained at the start of its turn, any effect causing Lava Storm (Costs 3 Actions). The ash titan creates a
these conditions immediately end on the ash titan. storm made up of magma and flame. The area of
the storm consists of up to ten 10-foot cubes,
Actions which the ash titan can arrange as it wishes as long
Multiattack. The ash titan can use its Frightful as each cube is within 200 feet of it. Each target
Presence. It then makes three attacks: one with its that is in a cube takes 14 (4d6) fire damage (DC
bite and two with its claws. Alternatively, the ash titan 24 Dexterity save for half). A target in the area of
can make two attacks with its Lava Blast. more than one cube is affected only once. The fire
damages objects in the area and ignites flammable
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., objects that aren't being worn or carried.
one target. Hit: 21 (2d10 + 10) piercing damage plus Additionally, any surface that is damaged by these
14 (4d6) fire damage. cubes becomes difficult terrain until cleared. Each
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., 5-foot-square portion of the area requires at least 1
one target. Hit: 17 (2d6 + 10) slashing damage. minute to clear by hand.
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.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aspect of Molag Bal Magic Resistance. The aspect has advantage on saving
throws against spells and other magical effects.
Huge fiend (daedra), lawful evil
Actions
Armor Class 22 (natural armor)
Multiattack. The aspect makes two melee attacks.
Hit Points 406 (28d12 + 224)
Speed 50 ft. 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
STR DEX CON INT WIS CHA damage, and the target has disadvantage on all saving
29 (+9) 15 (+2) 26 (+8) 20 (+5) 17 (+3) 25 (+7) throws until the end of the aspect's next turn.
Cold Fire Blast (Recharge 5–6). The aspect unleashes
Saving Throws Str +18, Con +17, Wis +12, Cha +16 cold fire in a 60-foot cone. Each creature within 20
Skills Intimidation +16, Perception +12 feet of that point takes 42 (12d6) cold fire damage
Damage Resistances cold, fire, necrotic (DC 26 Constitution save for half). A target is also
Damage Immunities poison; bludgeoning, piercing, pushed up to 20 feet away from the aspect on a
and slashing from nonmagical attacks failed save, or half as far on a successful one.
Condition Immunities charmed, exhaustion,
frightened, poisoned Bonus Actions
Senses truesight 120 ft., passive Perception 22 Teleport. The aspect magically teleports, along with
Languages all, telepathy 120 ft. any equipment it is wearing or carrying, up to 120
Challenge 29 (135,000 XP) feet to an unoccupied space it can see.
Proficiency Bonus +9
Command Daedra. Each daedra of the aspect's choice
Cold Fire. Whenever the aspect deals cold fire that can see or hear the aspect can use its reaction to
damage, the damage dice are evenly split between move up to its speed.
necrotic damage and fire damage.
Legendary Actions
Discorporation. When the aspect drops to 0 hit points
The aspect can take 3 legendary actions, choosing
or dies, its body is destroyed but its essence travels
from the options below. Only one legendary action
back to his domain in Coldharbour.
can be used at a time and only at the end of another
Frightful Presence. Any creature that starts its turn creature's turn. The aspect regains spent legendary
within 30 feet of the aspect must make a DC 24 actions at the start of its turn.
Wisdom saving throw. On a failed save, the creature
becomes frightened of the aspect for 1 minute or Baleful Teleport. The aspect uses its Teleport bonus
until the creature is more than 60 feet away from it. action. Each creature within 10 feet of the space
On a successful save, the creature becomes immune the aspect teleports to takes 22 (4d10) cold fire
to the aspect's Frightful Presence for 24 hours. damage (DC 24 Constitution save for half) and is
pushed up to 10 feet away from it.
Innate Spellcasting. The aspect's innate spellcasting
ability is Charisma (spell save DC 24, +16 to hit with Submit. The aspect targets one creature it can
spell attacks). It can innately cast the following spells, communicate with via telepathy and forces it to
requiring no material components: move up to its speed in a manner of its choosing
(no reaction required). Alternatively, it can force
At will: soul cage, telekinesis** the creature to make a DC 24 Charisma saving
3/day each: blade barrier**, counterspell throw; on a failed save, the target falls prone and
2/day each: dominate monster**, illusory dragon can't stand up until the end of the target's next
(appearing as a daedric titan), maddening darkness turn.
1/day each: earthquake**, incendiary cloud*,
whirlwind* Cast a Spell (Costs 2 Actions). The aspect casts one
innate spell that takes 1 action to cast, or it uses an
*Deals cold fire damage. action granted by the telekinesis spell.
**No concentration required.
Legendary Resistance (3/Day). If the aspect fails a
saving throw, it can choose to succeed instead.

8
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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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