Epic PlatesDraconis

4

Draconis Color

Draconis color — not a Champion

Paint language for Draconis. Use the recovered identity from Houses of the Realm. Do not print a name from cards 001–020 onto these visors.

Obsidian plate cracked with living magma. Draconis-adjacent. Unforged is a Solaria feather belief — do not steal it as a mechanic.
Obsidian plate cracked with living magma. Draconis-adjacent. Unforged is a Solaria feather belief — do not steal it as a mechanic.

Magma Colossus

Huge elemental, neutral. the unforged walking. CR 18.

Armor Class18 (stone)
Hit Points325 (21d12 + 189)
Speed30 ft.
ScoresSTR 26 DEX 8 CON 24
INT 6 WIS 12 CHA 8
SavesStr +14, Con +13
Resistancesbludgeoning, piercing, slashing from nonmagical
Immunitiesfire, poison, exhaustion
Sensesdarkvision 60 ft., tremorsense 30 ft., passive Perception 11
Challenge18 (20,000 XP)

Traits

Molten Form. A creature that hits the Colossus with a melee attack takes 10 (3d6) fire.

Siege. Double damage to structures and sites. Full Integrity destruction still adds +1 Chaos.

Actions

Multiattack. Two Slam attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft. Hit: 24 (3d10 + 8) bludgeoning plus 10 (3d6) fire.

Eruption (Recharge 6). Magma in a 20-foot radius. DC 21 Dexterity save, 42 (12d6) fire, half on success. The area is difficult ground until the next cycle.

Tactics. Walk onto a production site. Force the table to choose between the Colossus and Chaos.

Elite pressure, destruction, pacts — Draconis identity without Ashen’s name.
Magma Colossus
Black horned plate, two living scythes of ember. Draconis-adjacent. Pactbound color, not Lyxael.
Black horned plate, two living scythes of ember. Draconis-adjacent. Pactbound color, not Lyxael.

Twin-Eclipse

Large fiend (monstrosity), chaotic evil. two red moons. CR 19.

Armor Class19 (obsidian scale)
Hit Points287 (23d10 + 161)
Speed40 ft.
ScoresSTR 24 DEX 16 CON 22
INT 12 WIS 14 CHA 18
SavesStr +13, Con +12, Cha +10
Resistancesfire, necrotic; nonmagical slashing
Immunitiesfrightened
Sensesdarkvision 120 ft., passive Perception 18
Challenge19 (22,000 XP)

Traits

Two Moons. The Twin-Eclipse holds a scythe in each hand. It cannot be disarmed. When it scores a critical hit, it makes one additional scythe attack as part of the same action.

Actions

Multiattack. Two Eclipse Scythes.

Eclipse Scythe. Melee Weapon Attack: +13 to hit, reach 15 ft. Hit: 21 (2d12 + 8) slashing plus 10 (3d6) fire.

Cross the Gate (Recharge 6). The Twin-Eclipse draws both scythes in a 20-foot radius. DC 21 Dexterity save, 36 (8d8) slashing plus 14 (4d6) fire, half on success. Structures in the radius take the fire as Integrity if you are using site combat.

Legendary actions

Twin-Eclipse can take 3 legendary actions, choosing from the options below.

Sweep. One Eclipse Scythe attack.

Advance. Move 20 feet. This movement does not provoke.

Pact (Costs 2). A frightened or damaged enemy within 15 feet is pulled 10 feet toward the Twin-Eclipse.

Tactics. Open War (Conflict Severe) is this plate’s weather. Reach 15 ft. punishes clustered rosters.

Destruction and pacts. Confirmed alliance with Valoris does not make this a shared Champion.
Twin-Eclipse
Horned obsidian, a demon-face belt, magma in every seam. Draconis-adjacent. Distinct from the Magma Colossus.
Horned obsidian, a demon-face belt, magma in every seam. Draconis-adjacent. Distinct from the Magma Colossus.

Ashorn

Large fiend (elemental), chaotic evil. the horned crucible. CR 18.

Armor Class19 (cracked plate)
Hit Points287 (23d10 + 161)
Speed30 ft.
ScoresSTR 24 DEX 12 CON 22
INT 10 WIS 12 CHA 16
SavesStr +13, Con +12, Cha +9
Resistancesnonmagical bludgeoning, piercing, slashing
Immunitiesfire, poison
Sensesdarkvision 120 ft., passive Perception 11
Challenge18 (20,000 XP)

Traits

Molten Blood. A creature that hits Ashorn with a melee attack takes 10 (3d6) fire.

Siege. Double damage to structures. Destruction still ticks Chaos.

Actions

Multiattack. Two Horned Smashes.

Horned Smash. Melee Weapon Attack: +13 to hit, reach 10 ft. Hit: 22 (3d10 + 6) bludgeoning plus 10 (3d6) fire.

Hellgate (Recharge 6). A 20-foot cone of magma. DC 21 Dexterity save, 42 (12d6) fire, half on success. The cone is difficult ground until the next cycle.

Tactics. Open War weather. Reach into a clustered roster. Do not sit this and the Magma Colossus on the same Seed unless you mean it.

Elite pressure, destruction, pacts. Confirmed alliance with Valoris is political, not a shared Champion.
Ashorn