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Demon, Ardat the Unavowed

Ardat the Unavowed
Create

Ardat the Unavowed is a powerful demon lord with a distinct and horrifying appearance. She stands 12 feet tall and has three grotesque heads—one resembling a beautiful woman, another a monstrous harpy, and the third an ancient crone—each symbolizing different aspects of her twisted influence. Her body is that of a harpy, with raven-black wings and feathers that shimmer ominously​.

Ardat is chaotic evil, driven by a relentless desire to manipulate and destroy relationships. She specializes in corrupting marriages, feeding on the secrets, lies, and discord that fester within troubled unions. Her modus operandi involves sowing chaos and breaking down trust, often targeting those with hidden desires, betrayals, or insecurities. She is particularly known for tormenting those in failing marriages, pushing them to the brink of despair​.

Habitat-wise, Ardat is a nomadic demon lord without a permanent realm. She drifts across the Abyss, frequenting places like the Grand Abyss, the Scalding Sea, and the Plains of Gallenshu. Her presence is often felt in areas where conflict, particularly personal or romantic, is rampant​.

Ardat’s motivation is driven by her lust for control and suffering. She thrives on the emotional turmoil she causes, finding power in the breakdown of relationships. She seeks to amplify the agony of those around her, particularly in love and marriage, using her influence to create rifts and ruin lives for her own dark amusement​.


  • Ardat the Unavowed
  • Ardat the Unavowed 3.5
Ardat the Unavowed
Create

Demon Lord of Manipulation, Destruction, and Ancient Wisdom


Large Fiend (Demon), Chaotic Evil
Armor Class: 24 (Natural Armor)
Hit Points: 600 (40d10 + 400)
Speed: 60 ft., fly 120 ft.


STRDEXCONINTWISCHA
30 (+10)28 (+9)32 (+11)34 (+12)30 (+10)38 (+14)

Saving Throws: Dexterity +17, Constitution +19, Wisdom +18, Charisma +22
Skills: Deception +28, Insight +18, Perception +18, Persuasion +22, Religion +22
Damage Resistances: Cold, Fire, Lightning, Necrotic, Psychic
Damage Immunities: Poison, Radiant
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Truesight 120 ft., passive Perception 28
Languages: Abyssal, Common, Infernal, Telepathy 120 ft.
Challenge Rating: 35 (300,000 XP)


Traits

Three Heads of Terror

Ardat possesses three heads, each representing a different aspect of her dark and complex nature.

  • The Enchanting Woman: She can beguile and manipulate with whispers of promises and lies.
  • The Monstrous Harpy: A brutal and savage head that revels in violence and carnage.
  • The Ancient Crone: An ancient and wise head that sees through deceptions and exploits weaknesses.

Each head confers distinct abilities and resistances, but only one head can perform a given action at any moment. Severing one head temporarily weakens Ardat, but it regenerates in 1d4 rounds.


Legendary Resistance (3/Day)

If Ardat fails a saving throw, she can choose to succeed instead, using one of her Legendary Resistances.

Magic Resistance

Ardat has advantage on saving throws against spells and other magical effects.

Legendary Actions

Ardat can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Ardat regains spent legendary actions at the start of her turn.

  • Enchanting Gaze (Costs 2 Actions): One creature within 60 feet of Ardat that can see her must succeed on a DC 28 Wisdom saving throw or be charmed for 1 minute.
  • Claw of the Harpy (Costs 1 Action): Ardat makes a melee attack with her claws (reach 10 ft., +18 to hit, 4d8 + 10 slashing damage).
  • Tormenting Whisper (Costs 3 Actions): Ardat targets one creature within 120 feet of her that she can see. The creature must succeed on a DC 28 Wisdom saving throw or take 5d12 psychic damage and become frightened for 1 minute.

Actions

Multiattack

Ardat makes three attacks: one with her Enchanting Gaze, one with her Claws of the Harpy, and one with her Crone’s Curse.

Enchanting Gaze (Recharge 5-6)

Ardat can charm a creature within 60 feet that can see her. The target must succeed on a DC 28 Wisdom saving throw or become charmed for 1 hour. While charmed, the creature is compelled to obey Ardat’s mental commands, though it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Claws of the Harpy

Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 4d8 + 10 slashing damage.

Crone’s Curse (Recharge 4-6)

Ardat unleashes a wave of psychic energy, targeting one creature she can see within 60 feet. The target must succeed on a DC 28 Intelligence saving throw or take 7d10 psychic damage and become cursed. While cursed, the creature has disadvantage on saving throws and attack rolls, and it cannot regain hit points. The curse lasts until removed by greater restoration, wish, or similar magic.

Abyssal Destruction (Recharge 5-6)

Ardat tears open a rift to the Abyss, causing violent, destructive energy to flood the battlefield. All creatures within a 30-foot radius must make a DC 28 Dexterity saving throw, taking 9d10 necrotic damage on a failed save, or half as much on a successful one. Additionally, all terrain in the affected area becomes difficult terrain as demonic forces distort the environment.


Spellcasting: Ardat is a 20th-level spellcaster (spell save DC 28, +20 to hit with spell attacks). She can innately cast the following spells without material components:

  • At will: Charm Person, Counterspell, Dispel Magic, Eldritch Blast (4 beams, 4d10 each), Greater Invisibility
  • 3/day: Dominate Monster, Power Word Kill, Feeblemind, Finger of Death, Plane Shift, Mass Suggestion
  • 1/day: Meteor Swarm, Time Stop, Wish

Legendary Actions

Ardat can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Ardat regains spent legendary actions at the start of her turn.

  • Claws of the Harpy (Costs 1 Action): Ardat makes one melee attack with her claws.
  • Tormenting Whisper (Costs 3 Actions): Ardat targets one creature within 120 feet that she can see. The creature must succeed on a DC 28 Wisdom saving throw or take 5d12 psychic damage and become frightened for 1 minute.

Regional Effects

The region surrounding Ardat’s lair is warped by her presence. These effects become apparent within 1 mile of her lair. The effects fade away after 1d10 days if she is slain.

  • Corrupted Magic: All spells cast within 1 mile of Ardat’s lair are infused with her dark energy. The spell’s damage is increased by 1d6, and creatures targeted by the spell must make a DC 28 Wisdom saving throw or suffer disadvantage on their next attack roll or saving throw.
  • Echo of Madness: Creatures that finish a long rest within 1 mile of Ardat’s lair must make a DC 28 Wisdom saving throw or suffer the effects of short-term madness (as per the Dungeon Master’s Guide) for 1 hour.
  • Barren Landscape: The land surrounding her lair is decayed and twisted, with trees stripped of their leaves, dead animals littering the ground, and swirling dark mists that distort reality. It is difficult terrain and all Wisdom (Perception) checks made in the area are made at disadvantage.

Lore

Ardat the Unavowed
Create

Ardat the Unavowed is a demon lord born from the chaotic fusion of beauty, violence, and ancient wisdom. She is a being of manipulation, destruction, and eternal torment, with the power to sway the minds of mortals and immortals alike. Ardat’s heads, representing different aspects of her being, give her immense versatility—she can seduce, terrorize, or destroy with equal ease.

Once a mortal queen, Ardat was corrupted by a forbidden pact with dark forces. Now, she serves as a ruler in the Abyss, manipulating other demons and gods for her own purposes. She delights in breaking the wills of powerful beings, setting them on paths of self-destruction. Her worshippers, often cultists and other demonic entities, revere her as a goddess of dark insight, power, and suffering.

Ardat’s influence extends far beyond her physical form. She can warp reality around her, twisting the minds and hearts of those who come too close. Her lair, hidden deep within a forgotten abyssal rift, is a place where reality itself breaks down, and time distorts.

Her goals are mysterious, but it is said that she seeks to bind all mortal and divine beings to her will, enslaving them in eternal servitude and torment.


Tactics
Ardat uses her Three Heads to her advantage, keeping her enemies off-balance. The Enchanting Woman manipulates enemies into servitude, while the Monstrous Harpy deals devastating damage. The Ancient Crone seeks out the weaknesses of foes, causing them to fracture mentally or suffer with her psychic powers. Ardat carefully manages her legendary actions and regional effects, making her a master of both combat and the manipulation of reality itself.


Magic Items:

  • Crown of the Unavowed: A cursed artifact that allows Ardat to draw upon the souls of those she manipulates. Grants her the ability to absorb the souls of any creature she kills, gaining temporary hit points equal to the damage dealt (up to 100 temporary hit points).
  • Veil of the Abyss: A flowing cloak made of shadow and abyssal energy. It grants Ardat the ability to cast Greater Invisibility at will, and it reduces all radiant damage dealt to her by half.
Ardat the Unavowed
Create

Ardat the Unavowed is a demon lord appearing as a 12-foot tall, three-headed harpy, with raven-black wings and feathers.

Relationships

Baphomet sought Ardat when he wanted to enlist the aid of a cabal of half-fiend harpies known as the Soul Sirens; when he betrayed them, Ardat became one of his enemies.

Realm

Ardat is a nomadic demon lord, and has no realm of her own, drifting from realm to realm in search of victims.

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

On this Thread


Ardat the Unavowed
Large outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice32d8 + 352 (608 hp)
Initiative+28
Speed40 ft., Fly 160 ft. (good)
Armor Class50 (+10 deflection, +14 Dexterity, +7 insight, +10 natural, -1 size), touch 40, flat-footed 50
Base Attack/Grapple+32/+46
Attack3 bites +41 melee (3d6 + 10) or shortbow +50 ranged (1d8 + 15 and poison /x3)
Full Attack3 bites +41 (3d6 + 10) and 2 claws +39 melee (2d6 + 5) or shortbow +50+45/+40/+35 ranged (1d8 + 15 and poison /x3)
Space/Reach10 ft. /10 ft.
Special AttacksCaptivating song, poison, shriek, sneak attack, spell-like abilities, summon demons, sunder enchantment
Special QualitiesDamage reduction 20/epic, good and cold iron, Darkvision, immunity to electricity, sonic, mind affecting and poison, improved evasion, improved uncanny dodge, resistance to acid 20, cold 20 and fire 20, Spell Resistance 33, telepathy 500 ft., triple headed, uncanny dodge
SavesFort +33, Ref +40, Will +29
AbilitiesStrength 30, Dexterity 38, Constitution 32, Intelligence 22, Wisdom 24, Charisma 30
SkillsBluff +45, Diplomacy +53, Hide +45, Intimidate +49, Knowledge (nature) +45, Knowledge (the planes) +41, Listen +42, move silently +49, Perform (oratory) +45, Perform (sing) +45, Search +45, Sense Motive +42, Spot +46, Survival +42 (+46 above ground, +46 on other planes, +46 tracking)
FeatsAbility Focus (shriek), Combat Reflexes, Dark Speech, Far Shot, Flyby Attack, Improved Initiative, Multiattack, Point Blank Shot, Telling Blow, Track
Epic FeatsEpic Ability Focus (shriek), Epic Reflexes, Superior Initiative
Climate/TerrainThe Infinite Layers of the Abyss
OrganizationSolitary (unique)
Challenge Rating25
TreasureTriple Standard
AlignmentChaotic Evil
Ardat the Unavowed
Create

Captivating Song (Ex): When Ardat sings, all creatures (other than harpies) within a 600-foot spread must succeed on a Will save (DC 36) or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by Ardat’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward Ardat, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of Ardat stands there and offers no resistance to her attacks. The effect continues for as long as she sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

If all of Ardat’s heads sing together, the Will save to resist captivation is 40.

Poison (Ex): Injury; DC 30; 2d6 Dexterity/2d6 Dexterity

Shriek (Su): Each of Ardat’s three heads can unleash a bloodchilling shriek as its action. Once a head shrieks, it may not do so again for 1d4 rounds. Each shriek affects all creatures in a 60-foot radius spread. Ardat’s left headed shriek deals 1d6 points of Intelligence drain, her right head deals 1d6 points of Wisdom drain and her central head deals 1d6 points of Charisma drain.

A successful Will save (DC 42) negates the ability drain but leaves the targets shaken for 1d4 rounds. A creature drained to 0 points in an ability score by this attack is instead left with a score of 1 and is driven permanently insane, such that he sees his allies as enemies and does everything in his power to murder them. The insanity can be cured by greater restoration, miracle or wish.

Spell-like Abilities:

Caster level 25th

Summon Demons (Sp): 3/day, Ardat can summon 2d8 succubi or 2d6 vrocks.

Sunder Enchantment (Su): Ardat’s touch functions as a break enchantment spell (Caster level 32nd), sundering enchantments, transmutations and curses. If the creature that placed the effect that is broken is within 60 feet of Ardat when she sunders that creature’s effect, it suffers 20d6 points of nonlethal damage and is stunned for 1d4 rounds as the backlash of magic strikes. A successful Fortitude save (DC 36) halves the damage and negates the stunning.

Triple Headed: Ardat has three heads, the left is a beautiful woman, the right is a twisted crone and the middle head is a monstrous fang jawed harpy. Each of these heads can perform a standard or move action per round. This can be a bite attack or the use of a special attack. A spell-like ability can only be activated once per round. It requires all three heads to make a full attack, but Ardat can move in the same round that she takes a full attack action.

Possessions: Ardat wields a +5 mighty (+10) composite shortbow of distance.

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