Primordial Ashcaller

Like a volcano brought to life, a primordial ashcaller is a titanic giant that threatens to reduce all in its path to burning ruin. At 150 feet tall, an ashcaller dominates the landscape. From its back erupt meteors that smite the land, while the rest of its body is layered in massive plates of armor. Its right arm hefts a colossal shield that can obscure even the ashcaller’s impressive bulk, while its right hand unleashes magical fire on an apocalyptic scale. The skin of an ashcaller is a dull obsidian color, its massive eyes like smoldering coals. Ashcallers are completely hairless, and their voices roars like an open furnace. The fires produced by an ashcaller burn supernaturally hot, able to melt steel, stone, and flesh in equal measure.


PRIMORDIAL ASHCALLER

Titanic giant, chaotic evil


Armor Class 23 (natural armor, titan greatshield)
Hit Points special
Speed special

STR DEX CON INT WIS CHA
30 (+10) 17 (+3) 30 (+10) 16 (+3) 24 (+7) 14 (+2)

Saving Throws Dex +11, Con +18, Wis +15, Cha +10
Skills Athletics +18, Insight +15, Perception +15
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Condition Immunities paralyzed, restrained, unconscious
Senses truesight 240 ft., passive Perception 25
Languages Common, Giant
Challenge 26 (90,000 XP)


TRAITS

Purging Flames. If a creature would be immune to fire damage dealt by the ashcaller, it instead has resistance to the damage.

Titanic Creature. The ashcaller is a titanic creature which is so large that combat involves dividing its body up into various sections, each of which has a fixed initiative count on which it acts (losing initiative ties), detailed in its description. Each section is considered a unique creature for purposes of targeting (in case an effect or attack would include multiple targets), and effects that include an area may affect multiple sections of the ashcaller if the area is large enough. Each section has its own hit points and actions but shares the ashcaller’s other statistics (such as damage resistances, saving throws, etc.). When a section is reduced to 0 hit points, it becomes incapacitated until it regains hit points or the ashcaller is slain, which causes the section to die along with the ashcaller. If a section has a speed, the ashcaller can move up to that section’s speed during the section’s turn. Creatures can enter and occupy the same space as the ashcaller, which is considered difficult terrain, and the ashcaller cannot make opportunity attacks. Finally, attempts to forcibly move, banish, or magically teleport the ashcaller or any of its parts automatically fail.


PRIMORDIAL ASHCALLER – HEAD AND BODY

Hit Points 410 (20d20 + 200)
Initiative Count 20


TRAITS

Bastion of the Mind. Effects that would attempt to influence the ashcaller’s mind (such as psychic damage, the stunned and unconscious conditions, or effects that force an Intelligence, Wisdom, or Charisma saving throw) can only affect this section (all other sections are immune). If this section is blinded, charmed, deafened, frightened, incapacitated, stunned, or unconscious, all the other sections are as well.

Position. The head and body of the ashcaller is at least 90 feet above the space it occupies. The section is a cube approximately 25 feet wide, 60 feet tall, and 25 feet deep.

Violent Eruption. At the start of this section’s turns, it may erupt with volcanic fury. When it does so, up to five volcanic meteors arc to different points within 500 feet of the ashcaller, no two of which may be within 30 feet of each other. Anything within 15 feet of one of those points must attempt a DC 23 Dexterity saving throw, taking 17 (5d6) fire damage and 17 (5d6) bludgeoning damage on a failed saving throw, or half as much on a success.

Volcanic Heart. When this section is reduced to 0 hit points, the ashcaller is slain. If any of the ashcaller’s other sections have at least 1 hit point, this section has resistance to damage.

Additionally, a creature that touches this section or hits it with a melee attack takes 22 (5d8) fire damage.


ACTIONS

Intensify. The ashcaller’s body radiates incredible heat in a 300-foot-radius sphere that moves with the ashcaller and lasts until the start of this section’s next turn. Everything other than the ashcaller in the area is vulnerable to fire damage.

Mighty Resilience. If any section of the ashcaller is subjected to an effect that would allow it to attempt a saving throw at the start or end of its turn to end the effect, it may immediately attempt that saving throw.

Search. The ashcaller attempts a Wisdom (Perception) ability check.

Worldflame. The ashcaller speaks words of primordial destruction, which can be heard up to 1 mile away. Creatures and flammable objects within earshot catch fire for 1 minute, taking 9 (2d8) fire damage at the start of each of their turns (when applicable). The fire cannot be extinguished by nonmagical means.


PRIMORDIAL ASHCALLER – LEGS

Hit Points 287 (14d20 + 140)
Initiative Count 10
Speed 120 ft.


TRAITS

Mighty Tread. When the ashcaller moves through or enters another creature’s space, it can choose to force that creature to attempt a DC 23 Dexterity saving throw. On a failed saving throw, the creature takes 36 (4d12 + 10) bludgeoning damage and is knocked prone. A creature cannot take damage from this feature more than once per turn.

Position. The legs of the ashcaller are positioned at the base of its space, which is typically a 40-foot-by-40-foot square. The ashcaller’s legs are approximately 90 feet tall.

Powerful Strides. The ashcaller is immune to difficult terrain.


ACTIONS

Molten Slag. The ashcaller melts the ground in its space, converting it into molten slag. The area becomes difficult terrain, and whenever a creature first enters the area or ends its turn there it takes 65 (10d12) fire damage. Objects not being carried or worn and structures completely in an area of slag created by this feature are instantly destroyed.


PRIMORDIAL ASHCALLER – RIGHT ARM

Hit Points 266 (13d20 + 130)
Initiative Count 5


TRAITS

Position. The right arm of the ashcaller is positioned on the right side of its body and head and is typically 110 feet up immediately to the right of the space the ashcaller occupies. The arm occupies a cube approximately 70 feet tall, 15 feet wide, and 15 feet deep.

Titan Greatshield. While this section is not incapacitated, the ashcaller has a +5 bonus to its AC (included in its statistics) and partial cover against ranged attacks. Additionally, attacks made with the shield are magical.


ACTIONS

Bulldoze. The ashcaller moves up to 100 feet in a straight line. The first time it enters a creature’s space during this move, the creature must attempt a DC 23 Dexterity saving throw. On a successful saving throw, a creature is able to move out of the ashcaller’s path. On a failed saving throw, a creature is pushed ahead of the ashcaller for the rest of the move, takes 45 (10d8) bludgeoning damage, and is knocked prone.

Shield Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target must succeed on a DC 23 Constitution saving throw or be knocked unconscious until the end of its next turn.


PRIMORDIAL ASHCALLER – LEFT ARM

Hit Points 276 (13d20 + 140)
Initiative Count 15


TRAITS

Innate Spellcasting. The ashcaller’s spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). The ashcaller can innately cast the following spells, requiring no material components. The range of spells the ashcaller casts in this manner is always 300 feet.

  • At will (6th level): blight, dispel magic, fireball
  • 3/day: earthquake, fire storm
  • 1/day: meteor swarm

Position. The left arm of the ashcaller is positioned on the left side of its body and head and is typically 110 feet up immediately to the left of the space the ashcaller occupies. The arm occupies a cube approximately 70 feet tall, 15 feet wide, and 15 feet deep.


ACTIONS

Call the Flame. The ashcaller extinguishes all fires in a 500-foot radius, gathering their power in its fist. If the ashcaller gathered enough flames (typically equivalent to a burning town), the next time the ashcaller takes this action, it may unleash the gathered flames in a 500-foot cone of blue fire. Everything in the area must attempt a DC 23 Constitution saving throw, taking 110 (20d10) fire damage on a failed saving throw, or half as much on a success.


Ref: TPKB1 p207-209