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ASCENSION, The Codex of Exalted, Book 3: Friends & Foes
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<blockquote data-quote="dave2008" data-source="post: 8119166" data-attributes="member: 83242"><p><strong><span style="font-size: 22px">Ahat-Hir (WIP)</span></strong></p><p>[spoiler]</p><p><em>Gargantuan elemental (primordial), unaligned</em></p><p><img src="https://www.enworld.org/attachments/1599173083086-png.125494/" alt="1599173083086.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> varies, refer to each colossal part</p><p><strong>Hit Points</strong> varies, refer to each colossal part</p><p><strong>Speed </strong>1,000 ft., burrow 700 ft., climb 1,000 ft., fly 3,000 ft.</p><p><img src="https://www.enworld.org/attachments/1599173084410-png.125495/" alt="1599173084410.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>50 (+20)</td><td>20 (+5)</td><td>50 (+20)</td><td>30 (+10)</td><td>40 (+15)</td><td>40 (+15)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599173085484-png.125496/" alt="1599173085484.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws</strong> Str +35, Dex+20, Con+35, Int +25, Wis +30, Cha +30</p><p><strong>Skills </strong>Arcana +25, Athletics +50, Intimidate +30, Perception +30,</p><p><strong>Damage Resistances </strong>necrotic, psychic; refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a></p><p><strong>Damage Immunities </strong>fire, force, lightning, poison, radiant, thunder; bludgeoning, piercing, and slashing from very rare or lesser magical and nonmagical items</p><p><strong>Condition Immunities</strong> paralyzed; refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a></p><p><strong>Senses </strong>darkvision 4 miles, tremorsense 1 mile, truesight 1 mile, Passive Perception 40</p><p><strong>Languages</strong> Primordial, telepathy 5 miles</p><p><strong>Challenge</strong> 50 (855,000 XP)</p><p><img src="https://www.enworld.org/attachments/1599173086877-png.125497/" alt="1599173086877.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Primordial.</em></strong> Ahat-Hir has the following <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a> (modify as noted below):</p><p><em>Damage Threshold, Innate Spellcasting, Limited Magic Immunity, Magic Weapons, . Primordial Slumber, Siege Monster, Titanic, Titanic Parts, Unstoppable</em></p><p></p><p><strong><em>Elder of Destruction.</em></strong> Ahat-Hir’s attacks and effects ignore all resistances and immunities.</p><p></p><p><strong><em>Elemental Stride.</em></strong> If Ahat-Hir is on an elemental plane or the prime plane it can use a bonus action to disengage and move 300 feet. This movement does not count against Ahat-Hir’s total speed. If Ahat-Hir enter’s a creatures space during this move (see <em>colossal</em>) it is pushed to an unoccupied space adjacent to Ahat-Hir.</p><p></p><p><strong><em>Lord of Chaos (Mythic Trait, 5/ Short or Long Rest/ Colossal Part). </em></strong>If a titanic part of Ahat-Hir is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for that part, it regains all of its hit points, and all of its abilities recharge.</p><p></p><p><strong><em>Primordial Slumber.</em></strong> Refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a>. When all of Ahat-Hir parts are disabled at the same time, it is banished.</p><p></p><p><strong><em>Titanic.</em></strong> Refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a>. Additionally, Ahat-Hir’s space is 2,000 feet by 2,000 feet. Any creature with a space 200 feet by 200 feet or less can enter Ahat-Hir's space and must do so to hit it with an attack with a reach or range of 300 feet or less. Additionally, refer to the specific colossal part for details on the collateral damage of Ahat-Hir's attacks. Annam has advantage on saving throws against being pushed or knocked prone.</p><p></p><p><strong><em>Titanic Parts.</em></strong> Refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a>. Additionally, Ahat-Hir has nine parts: head & neck, body, limbs (6), and tail. Additionally, each action taken by a part, see Colossal Parts, costs Ahat-Hir 100 feet of speed.</p><p></p><p><strong>Head & Neck</strong></p><p><em>Titanic part</em></p><p><img src="https://www.enworld.org/attachments/1599173083086-png.125494/" alt="1599173083086.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 30 (natural armor)</p><p><strong>Hit Points</strong> 2,200 (55d20 + 1,100)</p><p><img src="https://www.enworld.org/attachments/1599173084410-png.125495/" alt="1599173084410.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Disabled.</em></strong> While Ahat-Hir’s head and neck are disabled this part loses the traits <em>innate spellcasting</em> and <em>siege monster</em>, and creatures gain advantage on their saving throws versus its attacks. This part is enabled when it has regenerated 100 hit points.</p><p></p><p><strong><em>Ignite. </em></strong>When a creature or flammable object fails a saving throw versus fire damage from one of Ahat-Hir’s breath weapons, it ignites. An ignited target takes 70 (20d6) fire damage at the start of its turn, cannot take reactions or bonus actions, and has disadvantage on all of its attacks, saving throws, and checks until it takes an action and succeeds on a DC 30 Dexterity check to extinguish the flames.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> Refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a>. Additionally, Ahat-Hir’s spell casting ability is Charisma (spell save DC 38, +30 to attack). When Ahat-Hir cast a spell the range and area of effect are increased by 10 times their value, and any damage caused by an at-will spell is quadrupled. Ahat-Hir can innately cast the following spells, requiring no material components,</p><p></p><p>At will: <em>all conjuration, evocation, and transmutation spells of 9th level or lower</em></p><p>3/day each: <em>all conjuration, evocation, and transmutation spells of 10th level</em></p><p>2/day each: <em>all conjuration, evocation, and transmutation spells of 1th level</em></p><p>1/day each: <em>all conjuration, evocation, and transmutation spells of 12th level, first word, last word, waken</em></p><p></p><p><strong><u>ACTIONS<strong><u> (head & neck)</u></strong></u></strong></p><p><strong><em>Bite.</em></strong> <em>Melee weapon attack. </em>+25 to hit, reach 600 feet, one target with a 200-foot collateral damage radius. <em>Hit.</em> 930 (140d12 + 20) piercing damage or half as much damage on a miss.</p><p></p><p><strong><em>Fire and Lightning <strong><em>(Recharge 5-6)</em></strong>.</em></strong> Ahat-Hir exhales elemental fury in an 12,000-foot cone. Each creature in that area must make a DC 33 Dexterity saving throw, taking 1,050 (100d20) fire and lightning damage and is ignited on a failed save, or half as much damage on a successful one. Additionally, the area torched by this attack becomes engulfed in flames for 3 (1d6) hours. The flames are 75 feet high, opaque, and each creature that ends its turn adjacent to or in an engulfed area takes 70 (20d6) fire damage.</p><p></p><p><strong><u>MYTHIC ACTIONS <strong><u><strong><u>(head & neck)</u></strong></u></strong></u></strong></p><p>If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos.</p><p></p><p><strong>Swallow.</strong> When Ahat-Hir hits a target with a bite attack or secondary target fails its saving throw and the target or targets completely fit within the 200-foot radius of the attack, Ahat-Hir can choose to swallow the target it it fails a DC 33 Strength saving throw. While swallowed the creature is blinded and restrained, it has total cover against attacks and other effects outside of Ahat-Hir, and it takes 110 (20d10) acid damage at the start of each of Ahat-Hir’s turns.</p><p>If Ahat-Hir takes 600 damage or more on a single turn from creatures inside it, Ahat-Hir regurgitates all swallowed creatures, which fall prone in a space within 600 feet of Ahat-Hir. Regurgitated creatures begin to dissolve, refer to <em>spew acid</em>.</p><p><strong><em>Spew Acid (Stage 2, shares a Recharge w/ Fire and Lightning).</em></strong> Ahat-Hir vomits acid in a 16,000-foot line that is 400 feet wide. Each creature in that line must make a DC 33 Dexterity saving throw, taking 945 (90d20) acid damage and begin to dissolve on a failed save, or half as much damage on a successful one. A dissolving target takes 45 (10d8) acid damage at the start of its turn, cannot take reactions or bonus actions, has disadvantage on all of its attacks, saving throws, and checks until it takes an action and succeeds on a DC 30 Dexterity check to remove or neutralize the acid.</p><p><strong><em>Chaos Blast <strong><em>(Stage 4, shares a Recharge w/ Fire and Lightning)</em></strong>.</em></strong> Ahat-Hir exhales a bolt of fire, force, and radiant energy at one target within 20,000 feet that Ahat-Hit can see. The target must make a DC 33 dexterity saving throw, taking 2,100 (200d20) fire, force, lightning, and radiant damage and ignite on a failed save, or half as much damage on a successful one,. In addition, each target within a 250-foot radius of the initial target must make a DC 35 Constitution saving throw, taking 55 (10d10) force plus 55 (10d10) thunder damage and be knocked prone on a failed save, or half as much damage on a successful one.</p><p></p><p><strong>Body</strong></p><p><em>Titanic part</em></p><p><img src="https://www.enworld.org/attachments/1599173083086-png.125494/" alt="1599173083086.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 35 (natural armor)</p><p><strong>Hit Points</strong> 4,800 (120d20 + 2,400)</p><p><img src="https://www.enworld.org/attachments/1599173084410-png.125495/" alt="1599173084410.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Damage Immunities </strong>psychic; refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a></p><p><strong>Condition Immunities</strong> blinded, deafened; refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a></p><p><img src="https://www.enworld.org/attachments/1599189685825-png.125502/" alt="1599189685825.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Disabled.</em></strong> While Ahat-Hir’s body is disabled all parts loose the trait <em>regeneration</em> and this part loses the trait <em>elemental aura</em>. This part is enabled when it has regenerated 400 hit points.</p><p></p><p><strong><em>Elemental Aura.</em></strong> Ahat-Hir can use a bonus action to activate or stop is elemental aura. Teh Aura extends 1,500 feet in all directions from Ahat-Hir’s body’s turns. Each creature that starts its turn in the aura must make a DC 30 Dexterity saving throw, taking 55 (10d10) fire or thunder damage, determined randomly, on a failed save, or half as much damage on a successful one. Additionally, each round the aura is active, 2d6 fire elementals are summoned to an unoccupied space within the aura. Ahat-Hir's <em>elder of destruction</em> does not apply to damage caused by its aura.</p><p></p><p><strong><u>MYTHIC ACTIONS (body)</u></strong></p><p>If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos.</p><p></p><p><strong>Ignite.</strong> Any flammable objects in the aura ignite.</p><p><strong><em>Acid and Cold (Stage 2).</em></strong> Add acid and cold damage to the randomly determined damage types in Ahat-Hir's elemental aura. Additionally, each round 2d6 water elementals are summoned.</p><p><strong>Obscuring Aura (Stage 3).</strong> All attacks that target Ahat-Hir from outside the its elemental aura suffer disadvantage.</p><p><strong><em>Lightning and Poison (Stage 4).</em></strong> Add lightning and acid damage to the randomly determined damage types in Ahat-Hir's elemental aura. Additionally, each round 2d6 air elementals are summoned.</p><p><strong><em>Earthen Shrapnel (Stage 5).</em></strong> Add bludgeoning damage to the randomly determined damage types in Ahat-Hir's elemental aura. Additionally, each round 2d6 earth elementals are summoned.</p><p></p><p><strong>Limbs</strong></p><p><em>Titanic part (6 parts)</em></p><p><img src="https://www.enworld.org/attachments/1599173083086-png.125494/" alt="1599173083086.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 30 (natural armor)</p><p><strong>Hit Points</strong> 1,800 (45d20 + 900)</p><p><img src="https://www.enworld.org/attachments/1599173084410-png.125495/" alt="1599173084410.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Damage Immunities </strong>psychic; refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a></p><p><strong>Condition Immunities</strong> blinded, deafened; refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a></p><p><img src="https://www.enworld.org/attachments/1599189691197-png.125503/" alt="1599189691197.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Disabled.</em></strong> For each of Ahat-Hir’s limbs that is disabled reduce Ahat-Hir’s speed by 60 ft. In addition, the part loses the trait <em>siege monster</em>, suffers disadvantage on its attacks. This part is enabled when it has regenerated 100 hit points.</p><p></p><p><strong><em>Flyby.</em></strong> Ahat-Hir doesn't provoke an opportunity attack when it flies out of an enemy's reach. It must have two wings formed to use this trait.</p><p></p><p><strong><u>ACTIONS<strong><u> (limbs)</u></strong></u></strong></p><p><strong><em>Multitattack.</em></strong> Ahat-Hit makes two claw attacks.</p><p></p><p><strong><em>Claw.</em></strong> <em>Melee weapon attack. </em>+25 to hit, reach 600 feet, one target with a 90-foot collateral damage radius. <em>Hit.</em> 510 (140d6 + 20) slashing damage or half as much damage on a miss.</p><p></p><p><strong><em>Wings. </em></strong>Ahat-Hir transforms one of its clawed limbs into a wing. Once two limbs are transformed it can fly. Once Ahat-Hir transforms a limb into a wing it can no longer make a claw attack with that limb. Ahat-Hir can take this action again to transform a wing back into clawed limb. Additionally, any limbs transformed into wings share the same initiative, using the lower of the two limbs initiative.</p><p></p><p><strong><u>MYTHIC ACTIONS <strong><u><strong><u>(limbs)</u></strong></u></strong></u></strong></p><p>If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos.</p><p></p><p><strong><em>Slam. </em></strong>Ahat-Hir makes a claw attack, the damage type is bludgeoning instead of slashing and on a hit the target must make a DC 43 Strength saving throw or be knocked prone or pushed 100 feet for each point it fails the save. This attack can replace a claw attack in Ahat-Hir's multiattack action.</p><p><strong><em>Wing Attack (Stage 2). </em></strong>Ahat-Hir beats its wings. Each creature within 3000 ft. of it must succeed on a DC 43 Dexterity saving throw, taking 510 (140d6 +20) bludgeoning damage and be knocked prone on a failed save, or half as much damage on a successful one. Ahait-Hir can then fly up to half its flying speed. Ahat-Hir must have two wings formed to use this attack.</p><p><strong><em>Grasp (Stage 3). </em></strong>Ahat-Hir makes a claw attack, the damage type is bludgeoning instead of slashing and the target must make a DC 43 Strength saving throw or be grappled. This attack can replace a claw attack in Ahat-Hir's multiattack action.</p><p><strong><em>Stomp (Stage 4). </em></strong>Ahat-Hir stomps one of its feet at a point on the ground within 600 feet of it. Any creature in a 90-foot-radius, 180-foot-high cylinder centered on this point must succeed on a DC 33 Dexterity saving throw, taking 510 (140d6 + 20) bludgeoning damage and fall prone on a failed save, or half as much damage on a successful one. Until this part uses its Stomp again or moves, a creature knocked prone by this attack is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 43 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.</p><p>Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).</p><p><strong><em>Earth-Shaking Stomp (Stage 5). </em></strong>Ahat-Hir makes a stomp attack and creates a massive shock wave that extends from the point chosen in a 1 mile radius. The shock wave deals 1,000 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) bludgeoning damage for each 10 feet of the structure's height, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.</p><p></p><p><strong>Tail</strong></p><p><em>Titanic part</em></p><p><img src="https://www.enworld.org/attachments/1599173083086-png.125494/" alt="1599173083086.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 30 (natural armor)</p><p><strong>Hit Points</strong> 2,600 (65d20 + 1,300)</p><p><img src="https://www.enworld.org/attachments/1599173084410-png.125495/" alt="1599173084410.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Damage Immunities </strong>psychic; refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a></p><p><strong>Condition Immunities</strong> blinded, deafened; refer to <a href="https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338" target="_blank">primordial traits</a></p><p><img src="https://www.enworld.org/attachments/1599189695260-png.125504/" alt="1599189695260.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Disabled.</em></strong> While Ahat-Hir’s tail is disabled it loses the trait <em>siege monster</em> and the <em>adamant barrage </em>action, it also suffers disadvantage on this parts attacks. This part is enabled when it has regenerated 100 hit points.</p><p></p><p><strong><u>ACTIONS<strong><u> (tail)</u></strong></u></strong></p><p><strong><em>Tail Slam.</em></strong> <em>Melee Weapon Attack:</em> Ahat-Hir strikes with its tail in a 2,500-foot line that is 300 feet wide. Each creature in the area of the line must make a DC 33 Dexterity saving throw, taking 650 (140d8 +20) bludgeoning damage and is knocked prone and stunned until the end of the tails next turn on a failed save, or half as much damage on a success.</p><p></p><p><strong><u>MYTHIC ACTIONS <strong><u><strong><u>(tail)</u></strong></u></strong></u></strong></p><p>If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos.</p><p></p><p><strong><em>Tail Sweep (Recharge 5-6).</em></strong> Ahat-Hir swings its tail in a 2,500-foot cone. Each creature in the area must make a DC 33 Dexterity saving throw, taking 650 (140d8 +20) bludgeoning damage and be pushed 100 feet for each point it fails the save, or half the damage on a success.</p><p><strong><em>Adamant Barrage (Stage 3, Recharge 4-6).</em></strong> Ahat-Hir whips its tail and releases a barrage of adamant spikes in a 7,000 ft. cone. Each creature in the area must make a DC 33 Dexterity saving throw taking 420 (40d20) piercing damage on a failed save, and half as much damage on a successful one.</p><p></p><p>---</p><p></p><p><strong>Ahat-Hir as a Mythic Encounter</strong></p><p>Ahat-Hir is a terrifying opponent for the most seasoned mortals. However, if it is facing epic adventurers (lvls 21+) you might wish to have Ahat-Hit use its Lord of Chaos mythic trait and escalate the battle to the most dangerous in the multiverse. When this happens, Ahat-Hir displays his full primordial might. Ahat-Hir can choose one of his mythic actions when he uses a legendary action.</p><p></p><p>Read or paraphrase the following text when Ahat-Hir uses her Lord of Chaos trait:</p><p></p><p><em>Future descriptive text goes here</em></p><p></p><p>Fighting Ahat-Hir as a mythic encounter is equivalent to taking on fifty-four CR 50 creatures in one encounter. Award a party 46,170,000 XP for defeating Ahat-Hir after it uses Lord of Chaos.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="dave2008, post: 8119166, member: 83242"] [B][SIZE=6]Ahat-Hir (WIP)[/SIZE][/B] [spoiler] [I]Gargantuan elemental (primordial), unaligned[/I] [IMG alt="1599173083086.png"]https://www.enworld.org/attachments/1599173083086-png.125494/[/IMG] [B]Armor Class[/B] varies, refer to each colossal part [B]Hit Points[/B] varies, refer to each colossal part [B]Speed [/B]1,000 ft., burrow 700 ft., climb 1,000 ft., fly 3,000 ft. [IMG alt="1599173084410.png"]https://www.enworld.org/attachments/1599173084410-png.125495/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]50 (+20)[/TD] [TD]20 (+5)[/TD] [TD]50 (+20)[/TD] [TD]30 (+10)[/TD] [TD]40 (+15)[/TD] [TD]40 (+15)[/TD] [/TR] [/TABLE] [IMG alt="1599173085484.png"]https://www.enworld.org/attachments/1599173085484-png.125496/[/IMG] [B]Saving Throws[/B] Str +35, Dex+20, Con+35, Int +25, Wis +30, Cha +30 [B]Skills [/B]Arcana +25, Athletics +50, Intimidate +30, Perception +30, [B]Damage Resistances [/B]necrotic, psychic; refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL] [B]Damage Immunities [/B]fire, force, lightning, poison, radiant, thunder; bludgeoning, piercing, and slashing from very rare or lesser magical and nonmagical items [B]Condition Immunities[/B] paralyzed; refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL] [B]Senses [/B]darkvision 4 miles, tremorsense 1 mile, truesight 1 mile, Passive Perception 40 [B]Languages[/B] Primordial, telepathy 5 miles [B]Challenge[/B] 50 (855,000 XP) [IMG alt="1599173086877.png"]https://www.enworld.org/attachments/1599173086877-png.125497/[/IMG] [B][I]Primordial.[/I][/B] Ahat-Hir has the following [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL] (modify as noted below): [I]Damage Threshold, Innate Spellcasting, Limited Magic Immunity, Magic Weapons, . Primordial Slumber, Siege Monster, Titanic, Titanic Parts, Unstoppable[/I] [B][I]Elder of Destruction.[/I][/B] Ahat-Hir’s attacks and effects ignore all resistances and immunities. [B][I]Elemental Stride.[/I][/B] If Ahat-Hir is on an elemental plane or the prime plane it can use a bonus action to disengage and move 300 feet. This movement does not count against Ahat-Hir’s total speed. If Ahat-Hir enter’s a creatures space during this move (see [I]colossal[/I]) it is pushed to an unoccupied space adjacent to Ahat-Hir. [B][I]Lord of Chaos (Mythic Trait, 5/ Short or Long Rest/ Colossal Part). [/I][/B]If a titanic part of Ahat-Hir is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for that part, it regains all of its hit points, and all of its abilities recharge. [B][I]Primordial Slumber.[/I][/B] Refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL]. When all of Ahat-Hir parts are disabled at the same time, it is banished. [B][I]Titanic.[/I][/B] Refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL]. Additionally, Ahat-Hir’s space is 2,000 feet by 2,000 feet. Any creature with a space 200 feet by 200 feet or less can enter Ahat-Hir's space and must do so to hit it with an attack with a reach or range of 300 feet or less. Additionally, refer to the specific colossal part for details on the collateral damage of Ahat-Hir's attacks. Annam has advantage on saving throws against being pushed or knocked prone. [B][I]Titanic Parts.[/I][/B] Refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL]. Additionally, Ahat-Hir has nine parts: head & neck, body, limbs (6), and tail. Additionally, each action taken by a part, see Colossal Parts, costs Ahat-Hir 100 feet of speed. [B]Head & Neck[/B] [I]Titanic part[/I] [IMG alt="1599173083086.png"]https://www.enworld.org/attachments/1599173083086-png.125494/[/IMG] [B]Armor Class[/B] 30 (natural armor) [B]Hit Points[/B] 2,200 (55d20 + 1,100) [IMG alt="1599173084410.png"]https://www.enworld.org/attachments/1599173084410-png.125495/[/IMG] [B][I]Disabled.[/I][/B] While Ahat-Hir’s head and neck are disabled this part loses the traits [I]innate spellcasting[/I] and [I]siege monster[/I], and creatures gain advantage on their saving throws versus its attacks. This part is enabled when it has regenerated 100 hit points. [B][I]Ignite. [/I][/B]When a creature or flammable object fails a saving throw versus fire damage from one of Ahat-Hir’s breath weapons, it ignites. An ignited target takes 70 (20d6) fire damage at the start of its turn, cannot take reactions or bonus actions, and has disadvantage on all of its attacks, saving throws, and checks until it takes an action and succeeds on a DC 30 Dexterity check to extinguish the flames. [B][I]Innate Spellcasting.[/I][/B] Refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL]. Additionally, Ahat-Hir’s spell casting ability is Charisma (spell save DC 38, +30 to attack). When Ahat-Hir cast a spell the range and area of effect are increased by 10 times their value, and any damage caused by an at-will spell is quadrupled. Ahat-Hir can innately cast the following spells, requiring no material components, At will: [I]all conjuration, evocation, and transmutation spells of 9th level or lower[/I] 3/day each: [I]all conjuration, evocation, and transmutation spells of 10th level[/I] 2/day each: [I]all conjuration, evocation, and transmutation spells of 1th level[/I] 1/day each: [I]all conjuration, evocation, and transmutation spells of 12th level, first word, last word, waken[/I] [B][U]ACTIONS[B][U] (head & neck)[/U][/B][/U] [I]Bite.[/I][/B] [I]Melee weapon attack. [/I]+25 to hit, reach 600 feet, one target with a 200-foot collateral damage radius. [I]Hit.[/I] 930 (140d12 + 20) piercing damage or half as much damage on a miss. [B][I]Fire and Lightning [B][I](Recharge 5-6)[/I][/B].[/I][/B] Ahat-Hir exhales elemental fury in an 12,000-foot cone. Each creature in that area must make a DC 33 Dexterity saving throw, taking 1,050 (100d20) fire and lightning damage and is ignited on a failed save, or half as much damage on a successful one. Additionally, the area torched by this attack becomes engulfed in flames for 3 (1d6) hours. The flames are 75 feet high, opaque, and each creature that ends its turn adjacent to or in an engulfed area takes 70 (20d6) fire damage. [B][U]MYTHIC ACTIONS [B][U][B][U](head & neck)[/U][/B][/U][/B][/U][/B] If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos. [B]Swallow.[/B] When Ahat-Hir hits a target with a bite attack or secondary target fails its saving throw and the target or targets completely fit within the 200-foot radius of the attack, Ahat-Hir can choose to swallow the target it it fails a DC 33 Strength saving throw. While swallowed the creature is blinded and restrained, it has total cover against attacks and other effects outside of Ahat-Hir, and it takes 110 (20d10) acid damage at the start of each of Ahat-Hir’s turns. If Ahat-Hir takes 600 damage or more on a single turn from creatures inside it, Ahat-Hir regurgitates all swallowed creatures, which fall prone in a space within 600 feet of Ahat-Hir. Regurgitated creatures begin to dissolve, refer to [I]spew acid[/I]. [B][I]Spew Acid (Stage 2, shares a Recharge w/ Fire and Lightning).[/I][/B] Ahat-Hir vomits acid in a 16,000-foot line that is 400 feet wide. Each creature in that line must make a DC 33 Dexterity saving throw, taking 945 (90d20) acid damage and begin to dissolve on a failed save, or half as much damage on a successful one. A dissolving target takes 45 (10d8) acid damage at the start of its turn, cannot take reactions or bonus actions, has disadvantage on all of its attacks, saving throws, and checks until it takes an action and succeeds on a DC 30 Dexterity check to remove or neutralize the acid. [B][I]Chaos Blast [B][I](Stage 4, shares a Recharge w/ Fire and Lightning)[/I][/B].[/I][/B] Ahat-Hir exhales a bolt of fire, force, and radiant energy at one target within 20,000 feet that Ahat-Hit can see. The target must make a DC 33 dexterity saving throw, taking 2,100 (200d20) fire, force, lightning, and radiant damage and ignite on a failed save, or half as much damage on a successful one,. In addition, each target within a 250-foot radius of the initial target must make a DC 35 Constitution saving throw, taking 55 (10d10) force plus 55 (10d10) thunder damage and be knocked prone on a failed save, or half as much damage on a successful one. [B]Body[/B] [I]Titanic part[/I] [IMG alt="1599173083086.png"]https://www.enworld.org/attachments/1599173083086-png.125494/[/IMG] [B]Armor Class[/B] 35 (natural armor) [B]Hit Points[/B] 4,800 (120d20 + 2,400) [IMG alt="1599173084410.png"]https://www.enworld.org/attachments/1599173084410-png.125495/[/IMG] [B]Damage Immunities [/B]psychic; refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL] [B]Condition Immunities[/B] blinded, deafened; refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL] [IMG alt="1599189685825.png"]https://www.enworld.org/attachments/1599189685825-png.125502/[/IMG] [B][I]Disabled.[/I][/B] While Ahat-Hir’s body is disabled all parts loose the trait [I]regeneration[/I] and this part loses the trait [I]elemental aura[/I]. This part is enabled when it has regenerated 400 hit points. [B][I]Elemental Aura.[/I][/B] Ahat-Hir can use a bonus action to activate or stop is elemental aura. Teh Aura extends 1,500 feet in all directions from Ahat-Hir’s body’s turns. Each creature that starts its turn in the aura must make a DC 30 Dexterity saving throw, taking 55 (10d10) fire or thunder damage, determined randomly, on a failed save, or half as much damage on a successful one. Additionally, each round the aura is active, 2d6 fire elementals are summoned to an unoccupied space within the aura. Ahat-Hir's [I]elder of destruction[/I] does not apply to damage caused by its aura. [B][U]MYTHIC ACTIONS (body)[/U][/B] If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos. [B]Ignite.[/B] Any flammable objects in the aura ignite. [B][I]Acid and Cold (Stage 2).[/I][/B] Add acid and cold damage to the randomly determined damage types in Ahat-Hir's elemental aura. Additionally, each round 2d6 water elementals are summoned. [B]Obscuring Aura (Stage 3).[/B] All attacks that target Ahat-Hir from outside the its elemental aura suffer disadvantage. [B][I]Lightning and Poison (Stage 4).[/I][/B] Add lightning and acid damage to the randomly determined damage types in Ahat-Hir's elemental aura. Additionally, each round 2d6 air elementals are summoned. [B][I]Earthen Shrapnel (Stage 5).[/I][/B] Add bludgeoning damage to the randomly determined damage types in Ahat-Hir's elemental aura. Additionally, each round 2d6 earth elementals are summoned. [B]Limbs[/B] [I]Titanic part (6 parts)[/I] [IMG alt="1599173083086.png"]https://www.enworld.org/attachments/1599173083086-png.125494/[/IMG] [B]Armor Class[/B] 30 (natural armor) [B]Hit Points[/B] 1,800 (45d20 + 900) [IMG alt="1599173084410.png"]https://www.enworld.org/attachments/1599173084410-png.125495/[/IMG] [B]Damage Immunities [/B]psychic; refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL] [B]Condition Immunities[/B] blinded, deafened; refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL] [IMG alt="1599189691197.png"]https://www.enworld.org/attachments/1599189691197-png.125503/[/IMG] [B][I]Disabled.[/I][/B] For each of Ahat-Hir’s limbs that is disabled reduce Ahat-Hir’s speed by 60 ft. In addition, the part loses the trait [I]siege monster[/I], suffers disadvantage on its attacks. This part is enabled when it has regenerated 100 hit points. [B][I]Flyby.[/I][/B] Ahat-Hir doesn't provoke an opportunity attack when it flies out of an enemy's reach. It must have two wings formed to use this trait. [B][U]ACTIONS[B][U] (limbs)[/U][/B][/U] [I]Multitattack.[/I][/B] Ahat-Hit makes two claw attacks. [B][I]Claw.[/I][/B] [I]Melee weapon attack. [/I]+25 to hit, reach 600 feet, one target with a 90-foot collateral damage radius. [I]Hit.[/I] 510 (140d6 + 20) slashing damage or half as much damage on a miss. [B][I]Wings. [/I][/B]Ahat-Hir transforms one of its clawed limbs into a wing. Once two limbs are transformed it can fly. Once Ahat-Hir transforms a limb into a wing it can no longer make a claw attack with that limb. Ahat-Hir can take this action again to transform a wing back into clawed limb. Additionally, any limbs transformed into wings share the same initiative, using the lower of the two limbs initiative. [B][U]MYTHIC ACTIONS [B][U][B][U](limbs)[/U][/B][/U][/B][/U][/B] If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos. [B][I]Slam. [/I][/B]Ahat-Hir makes a claw attack, the damage type is bludgeoning instead of slashing and on a hit the target must make a DC 43 Strength saving throw or be knocked prone or pushed 100 feet for each point it fails the save. This attack can replace a claw attack in Ahat-Hir's multiattack action. [B][I]Wing Attack (Stage 2). [/I][/B]Ahat-Hir beats its wings. Each creature within 3000 ft. of it must succeed on a DC 43 Dexterity saving throw, taking 510 (140d6 +20) bludgeoning damage and be knocked prone on a failed save, or half as much damage on a successful one. Ahait-Hir can then fly up to half its flying speed. Ahat-Hir must have two wings formed to use this attack. [B][I]Grasp (Stage 3). [/I][/B]Ahat-Hir makes a claw attack, the damage type is bludgeoning instead of slashing and the target must make a DC 43 Strength saving throw or be grappled. This attack can replace a claw attack in Ahat-Hir's multiattack action. [B][I]Stomp (Stage 4). [/I][/B]Ahat-Hir stomps one of its feet at a point on the ground within 600 feet of it. Any creature in a 90-foot-radius, 180-foot-high cylinder centered on this point must succeed on a DC 33 Dexterity saving throw, taking 510 (140d6 + 20) bludgeoning damage and fall prone on a failed save, or half as much damage on a successful one. Until this part uses its Stomp again or moves, a creature knocked prone by this attack is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 43 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained. Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). [B][I]Earth-Shaking Stomp (Stage 5). [/I][/B]Ahat-Hir makes a stomp attack and creates a massive shock wave that extends from the point chosen in a 1 mile radius. The shock wave deals 1,000 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) bludgeoning damage for each 10 feet of the structure's height, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped. [B]Tail[/B] [I]Titanic part[/I] [IMG alt="1599173083086.png"]https://www.enworld.org/attachments/1599173083086-png.125494/[/IMG] [B]Armor Class[/B] 30 (natural armor) [B]Hit Points[/B] 2,600 (65d20 + 1,300) [IMG alt="1599173084410.png"]https://www.enworld.org/attachments/1599173084410-png.125495/[/IMG] [B]Damage Immunities [/B]psychic; refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL] [B]Condition Immunities[/B] blinded, deafened; refer to [URL='https://www.enworld.org/threads/5e-monster-updates-mythic-epic-and-hardcore-monsters.672508/post-8081338']primordial traits[/URL] [IMG alt="1599189695260.png"]https://www.enworld.org/attachments/1599189695260-png.125504/[/IMG] [B][I]Disabled.[/I][/B] While Ahat-Hir’s tail is disabled it loses the trait [I]siege monster[/I] and the [I]adamant barrage [/I]action, it also suffers disadvantage on this parts attacks. This part is enabled when it has regenerated 100 hit points. [B][U]ACTIONS[B][U] (tail)[/U][/B][/U] [I]Tail Slam.[/I][/B] [I]Melee Weapon Attack:[/I] Ahat-Hir strikes with its tail in a 2,500-foot line that is 300 feet wide. Each creature in the area of the line must make a DC 33 Dexterity saving throw, taking 650 (140d8 +20) bludgeoning damage and is knocked prone and stunned until the end of the tails next turn on a failed save, or half as much damage on a success. [B][U]MYTHIC ACTIONS [B][U][B][U](tail)[/U][/B][/U][/B][/U][/B] If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos. [B][I]Tail Sweep (Recharge 5-6).[/I][/B] Ahat-Hir swings its tail in a 2,500-foot cone. Each creature in the area must make a DC 33 Dexterity saving throw, taking 650 (140d8 +20) bludgeoning damage and be pushed 100 feet for each point it fails the save, or half the damage on a success. [B][I]Adamant Barrage (Stage 3, Recharge 4-6).[/I][/B] Ahat-Hir whips its tail and releases a barrage of adamant spikes in a 7,000 ft. cone. Each creature in the area must make a DC 33 Dexterity saving throw taking 420 (40d20) piercing damage on a failed save, and half as much damage on a successful one. --- [B]Ahat-Hir as a Mythic Encounter[/B] Ahat-Hir is a terrifying opponent for the most seasoned mortals. However, if it is facing epic adventurers (lvls 21+) you might wish to have Ahat-Hit use its Lord of Chaos mythic trait and escalate the battle to the most dangerous in the multiverse. When this happens, Ahat-Hir displays his full primordial might. Ahat-Hir can choose one of his mythic actions when he uses a legendary action. Read or paraphrase the following text when Ahat-Hir uses her Lord of Chaos trait: [I]Future descriptive text goes here[/I] Fighting Ahat-Hir as a mythic encounter is equivalent to taking on fifty-four CR 50 creatures in one encounter. Award a party 46,170,000 XP for defeating Ahat-Hir after it uses Lord of Chaos. [/spoiler] [/QUOTE]
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