Medium Humanoid (Any Race), Any Chaotic Alignment
Armor Class 16 (hide, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +6, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Fire blood. The Ashlander deals 1d10 fire damage to any creature grappling it.

Rage. As a bonus action, the chieftain can enter a rage granting the following benefits:

  • Advantage on Strength Checks and Saving Throw
  • + 3 to Strength-based melee attacks.
  • Resistance to nonmagical bludgeoning, piercing, and slashing damage.  
Actions

Multiattack. The chieftain makes three melee attacks. Or the chieftain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 4 (1d6) fire damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Fire Breath (Recharges after a short or long rest). The chieftain exhales blazing fire in a 30 ft. cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 3d6 fire damage on fail or half as much on a success. 

Reactions

Parry. The chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon. 

Monster Tags: NPC

Habitat: Desert

EnnaL

Comments

Posts Quoted:
Reply
Clear All Quotes