Special Trait Name. Enter the description for your special trait.
Death Throes: When the Cinder Lord dies, it explodes, and each creature within 35 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) force damage and 30(5d10) fire damage on a failed save or half as much on a successful one.
Fire Aura: The explosion destroys its weapons. At the start of each of its turns, each creature within 5 feet of it takes 10(3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite.
Magic Resistance: The Cinder Lord has advantage on saving throws against spells and other magical effects.
Legendary Resistance: Three times a day, The Cinder Lord can choose to succeed a saving throw rather than fail it.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Multiattack. The Cinder Lord can make 3 attacks in one turn. Two with its sword and one with its grab.
Smoldering Blade. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 15 (5d6) [Slashing] damage plus 10(3d6) fire damage.
Lunging Grab. Melee Attack: +15 to hit, reach 50ft, 1 target. Must succeed a 21 DC Dexterity saving throw or it will lunge forward and grab the target, lifting it in the air, setting off a small explosion. Target takes 40(7d10) fire damage and 30(5d10) force damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
This creature can use 2 legendary actions a day, outside of someone else's turn.
Fiery Boon. The Cinder Lord covers itself in the flames of its heart and for 3 turns it adds 40(8d8) fire damage to all of its attacks, its fire aura does double damage and heals 17 health per turn.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Flames can burn the body, but they can never burn the soul. When fire ravages someone's body and they can still hold on then they become that of Ash Kin, mindless, near formless and meandering. However if one can bear the pain of the fire and keep their mind intact then they can become that of a Smoldering Knight. However, if a powerful soul and body can keep themselves through the raze of fire then they can become a Cinder Lord, a fiend of extreme power and might. However, as strong as they might be, their minds are still warped, losing their ability to speak and their memory of the time before the fire. These fiends are some of the more powerful and certainly one of the rarest that walk on earth.
There are only two Cinder Lords known to exist. The first and youngest still being a few hundred years old. He used to be a great king of his very own kingdom, surrounded by all he could want after a lifetime of struggling to achieve it. Then his whole life ended at the hand of COMEBACK Many of his citizens survived as Ash Kin, few of his knights survived as Smoldering Knights and of the Royal Court only he survived as a Cinder Lord, looking over his burnt kingdom forever. The stone walls and paved streets now nothing but charcoal and cinders.
The second is one that is older than the legend of him. Buried deep within the earth is a creature that is easily thousands of years old and as you traverse down this cave system everything slowly becomes a charred black and you will find dozens upon hundreds of charred corpses, No-one knows who he once was or what event caused him to be burned alive down there. The only hints being the dragon skeletons, charred bodies and decrepit buildings spread around the giant cavern.
Strange Intelligence: Despite their lack of speech and indiscriminately hostile nature they see, to have unusually high intelligence. They have been found to understand what other people are saying, identify battle strategies, attack people that are open and even recognize certain spells.
Mysterious Nature: A cinder Lord's behavior is extremely hard to monitor as all attempts to sneak up on one has been met with little to no success, the fiery creature always seeming to be ready for a fight. However it is noted that they will do nothing to protect Ash Kin or Smoldering Knights and only become a hostile creature once you make any move on their Lair.
Wanderer: The few times that they have been observed from afar they are seen making very inconsistent daily baits, whether it be browsing the area, touching statues of old or even praying. This is suspected to be remnants of their old self.
Smoldering Heart: When one is downed its ashen body will collapse leaving behind a Stone Heart, intense fire blazing from its seems. If left for more than a day, its body will regenerate and will become anew. However, the power of this heart can also be harnessed for extreme magical power.
Lair and Lair Actions
The Cinder Lord's Lair is originally charred by the fire that burns the, but then , as they reside there their fire burns the very walls and over time will leave even the strongest of metals reduced to ash and charcoal leaving them with powerful control over the region.
Lair Actions
When initiative is being rolled they may take one of these Lair Actions:
- Plunging its sword into the ground 7(1d6+2) Smoldering Knights will awaken from the ashes around The Cinder Lord to help in combat. Killing The Cinder Lord will destroy the Smoldering Knights.
- Pushing its hands into the ash around it. Making a field of sinking ash that will last for the entire encounter, having a 80ft diameter. When stepping in this your speed is halved and you gain disadvantage to avoid its Death Throes or Lunging Grab.
- The Cinder Lord creates a large fire pit in the ash, stepping in it will cause you 10(1d20) fire damage every turn and if under 100 health then The Cinder Lord can bring himself back up to 100 by standing in here, gaining 6 health every turn. The diameter of this is only 10 ft
Regional Effects
The region surrounding the lair of The Cinder Lord is effected by its magical flames.
- No vegetation can grow within 5 miles of it, leaving the ground barren and dry. Any vegetation that was there before The Cinder Lord's transformation is now blackened and charred.
- No water can be found within 2 miles of the lair and once you get less than 1 mile away it becomes unnaturally hot and any exposed water will slowly begin to evaporate.
- There will be mounds of ash and charcoal everywhere, from which Ash Kin will spawn and attack anything not like them.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments