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Aussirkorth, the Rime Demon

Aussirkorth, the Rime Demon CR: 13

Huge dragon, chaotic evil
Armor Class: 18 (Natural Armour)
Hit Points: 200 (16D12+96)
Speed: 40 ft , fly: 80 ft , climb: 40 ft

STR

22 +6

DEX

10 +0

CON

22 +6

INT

16 +3

WIS

13 +1

CHA

21 +5

Saving Throws: Dexterity +5, Constitution +11, Wisdom, +6, Charisma +10
Skills: Perception +11, Stealth +5
Damage Immunities: Fire
Senses: Blindsight 60ft., Darkvision 60ft., Passive Perception 21, (Vision Limited to 60ft.)
Languages: Common and Draconic
Challenge Rating: 13

Innate Spellcasting. Aussirkorth can cast one of the following spells, requiring no material components and using his Charisma as the spellcasting ability (spell save DC 18):

  • 1/Day each: bane, dominate person, heat metal, hypnotic pattern, suggestion.


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

Actions

Multiattack. Aussirkorth can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 2D10+6 piercing damage plus 1D8 fire damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2D6+6 slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 2D8+6 bludgeoning damage.   Frightful Presence. Each creature of Aussirkorth's choice that is within 120 feet of him and aware of him must succeed on a DC 18 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 his Frightful Presence for the next 24 hours.   Fire Breath (Recharge 5-6). Aussirkorth exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 12D8 fire damage on a failed save, or half as much damage on a successful one.     BONUS ACTION   Change Shape. Aussirkorth magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to her true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Aussirkorth's choice).   In a new form, Aussirkorth retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Aussirkorth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of its turn.   Detect. Aussirkorth makes a Wisdom (Perception) check.   Tail Attack. Aussirkorth makes a tail attack.   Wing Attack (Costs 2 Actions). Aussirkorth beats his wings. Each creature within 10 feet of him must succeed on a DC 19 Dexterity saving throw or take 2D6+6 bludgeoning damage and be knocked prone. Aussirkorth can then fly up to half his flying speed.

Lair Actions

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

  • Eruption. Magma erupts from a point on the ground Aussirkorth can see within 120 feet of him, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 10 Dexterity saving throw, taking 3D6 fire damage on a failed save, or half as much damage on a successful one.
  • Earthquake. A tremor shakes the lair in a 60-foot radius around Aussirkorth. Each creature other than Aussirkorth on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic Gas. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Aussirkorth can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  • Catch Breath. Aussirkorth rolls a D6. On a 6, he regains his breath weapon action.
  • Lair Rejuvenation. Aussirkorth regains hit points equal to the number of Hit Dice he has by drawing on the magical energy suffusing his lair.
  • Lingering Breath. Any creature that took damage from Aussirkorth's breath weapon on his previous turn immediately takes 3D6 fire damage, as the breath weapon's energy lingers and clings to its targets.
  • Toughened Scales. Glowing, magical energy swirls across Aussirkorth's scales, granting him resistance to bludgeoning, piercing and slashing damage until initiative count 20 on the next round.
  • Noxious Smoke. A thick cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point Aussirkorth can see within 120ft. of him. The sphere spreads around corners, and its area is heavily obscured. A creature other than Aussirkorth that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. The cloud lasts until initiative count 20 on the next round.
  • Searing Heat. Searing heat spreads out in a 15-foot-radius sphere centered on a point Aussirkorth can see within 120ft. of him. Any creature that enters the affected area or starts its turn there must make a DC 10 Constitution saving throw, taking 3D6 fire damage on a failed save, or half as much on a successful one. The heat lasts until initiative count 20 on the next round.

Regional Effects

The region containing Aussirkorth’s lair is warped by his magic, which creates one or more of the following effects:

  • Tremors. Small earthquakes are common within 6 miles of the Aussirkorth's lair.
  • Tainted Water. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Fiery Portals. Rocky fissures within 1 mile of Aussirkorth's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
  • Fiery Senses. Aussirkorth can hear up to 30 feet through any open flame within 1 mile of his lair.
  • Ominous Flames. Open flames within 6 miles of Aussirkorth's lair are tinged with dark red, hiss and crackle constantly, and throw off embers and showers of sparks.
If Aussirkorth dies, these effects fade over the course of 1D10 days.

Mental characteristics

Personal history

Aussirkorth was originally born in The Ersatz Mountains where he was eventually made to flee after continuous attempts on his life due to his condition. He made his way to The Morndin Ridge where he carved a home for himself in Mount Oldrukar, where he knew those who pursued him would not look.   Since make his home in the ridge, Aussirkorth has become a known threat amongst the clans and villages who live there, though none are aware of his true lineage, believing him to be a white dragon possessed by a demon due to his colouration.   Despite his success, Aussirkorth possesses a deep shame of his condition. As a result, he abstains from using his fiery breath anywhere where he might be seen, or where his true heritage would be discovered. He is patient and merciless, with much to prove to his kin, eventually wanting to return to him home and show them what he is capable of.

Gender Identity

Male (he/him)
Alignment
Chaotic Evil
Current Location
Conditions
Ethnicity
Red
Year of Birth
406 94 Years old
Children

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