Medium Fey, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 130 (20d8 + 40)
Speed 20 ft., Swim 50 ft.
STR
18 (+4)
DEX
19 (+4)
CON
15 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +7, WIS +7, CHA +9
Skills Intimidation +9, Perception +7, Stealth +9
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Grappled, Paralyzed, Prone, Restrained
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Sylvan
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Alter Water. The ashray can alter the properties of the water within 20 feet of it. At the start of each of its turns, the ashray decides whether the effect is active and chooses an effect:

  • Acrid. The ashray is immune to acid damage and when a creature enters the area for the first time on a turn or starts its turn there it takes 11 (2d10) acid damage. Creatures (excluding the ashray) cannot regain hit points in the area.
  • Chill. The ashray is immune to cold damage and when a creature enters the area for the first time on a turn or starts its turn there it takes 11 (2d10) cold damage. The area is difficult terrain (the ashray moves normally).
  • Heat. The ashray is immune to fire damage and when a creature enters the area for the first time on a turn or starts its turn there it takes 22 (4d10) fire damage.
  • Light. The ashray is immune to radiant damage and when a creature (including the ashray) enters the area for the first time on a turn or starts its turn there it heals 11 (2d10) hit points. The area is lit by dim light.

Invisible in Water. The ashray is invisible while fully immersed in water.

Magic Resistance. The ashray has advantage on saving throws against spells and other magical effects.

Sunlight Hypersensitivity. The ashray takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Water Breathing. The ashray can breathe only underwater.

Watery Demise. If the ashray dies, its body melts into a pool of rainbow-colored water, leaving behind only equipment the ashray was wearing or carrying.

Actions

Multiattack. The ashray makes two withering claw attacks.

Withering Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing plus 14 (4d6) necrotic damage.

Legendary Actions

The ashray 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. The ashray regains spent legendary actions at the start of its turn.

Fey Step. The ashray teleports up to 30 feet to an unoccupied space it can see.

Withering Claw. The ashray makes one Withering Claw attack.

Description

Ashrays are often thought to be water ghosts but are actually powerful fey. They are rarely glimpsed but are described a translucent-white humanoids of immense beauty. They can only breath in water and are harmed by sunlight so they are only seen at night near the water. Stories depict them as both violent creatures that tear the life from victims and benevolent saviors that heal dying travelers.

Monster Tags: fey

Habitat: Underwater

Steedling

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