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.
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.
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.
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