Petrifying Gaze. If a creature starts its turn within 30 feet of the Ash Crawler and the two of them can see each other, the Ash Crawler can force the creature to make a DC 12 Constitution saving throw if the Ash Crawler isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the Ash Crawler until the start of its next turn, when it can avert its eyes again.
If it looks at the Ash Crawler in the meantime, it must immediately make the save. If the Ash Crawler sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
Fire Breath. The Ash Crawler exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Anything flammable hit by this sets on fire.
Fire Tail. A Ash Crawler swings it's tail around in a 20 foot radius around itself. Setting anything flammable on fire. Anything hit takes 4d6 Fire damage.
Poison Spike. A Ash crawler makes a spike of Poison come from it's tail. It flies 60 feet and Poisons the target. It deals 1d6 Poison damage per turn they are Poisoned. The Poison lasts until they succeed a DC 16 Constitution saving throw. The spike impales the target and the Poison doesn't stop until it's removed. Doing so deals 3 damage to the person per turn as the begin to bleed as well. Bleeding can be stopped using an action.
Acid Spit. The Ash Crawler Spits Acid at a target, this acid is corrosive as well as acidic. If metal is hit with it, it gets -1 to it's effectiveness. If it's effectiveness hits 0 it corrodes completely. It deals 4d6 Acid damage to a target.
Tactics of Ash. When an Ash Crawler attacks a creature within 10 feet on you, and hits. You can attack it as a bonus action, even if you already have as a bonus action. This means if Ash Crawlers flank you, you are likely dead.
Ash Release. The Queen as a bonus Action releases 1d100 Ash Crawler Gems from her Tail. These Ash Crawlers will all be active within 1-4 turns. Roll separately each turn. Roll 100d4 to decide, yes.
Ash Spawn. After getting to level 12 and removing 4 levels. It takes 10 minutes to make a child. After this is up as a Bonus action the Queen can release 4 Ash Crawlers. These are active instantly and will defend the weakened Queen with their life.
Fire Healing. When in fire or hit by it the Ash Crawler heals the amount of damage it does and moves twice as fast for that turn.
Poison Immunity. When hit by Poison negate it.
Acid Reversion. When hit by Acid begin regenerating. You heal 20 HP for four turns when his by acid.
Ash. When attacking a Ash Crawler in Melee you must make a DC 16 Constitution save or begin to choke. This is because you are breathing in ash. This Ash is burning hot. You take 4d6 Fire damage each time you attack an Ash Crawler in Melee.
Loyal to the Queen. If a Nix tries to convince a Ash Crawler to join the Ash Crawler Queen can take a Reaction to negate the save outright making the Ash Crawler Succeed automatically. The Blind rage of this ability ups the Ash Queens Damage by 4 times while in rage. The Queen cannot take damage while in Rage and it lasts 3 turns. After that the Queens depression outweighs her anger and the effect ends.
Convergence of Ash. When an Ash Crawler dies it turns into a Gem filled with Ash. This Gem is Cursed and if it's crushed the Ash Crawler dies. if not it can regenerate after 3 turns back into an Ash Crawler. This makes them especially hard to kill.
Cocoon of Transport. An Ash Crawler can kill itself to turn back into a Gem so a Ash Crawler Queen can eat it and release hundreds of them in silence to make Chaos when they revert back into Ash Crawlers.
While in rage she is considered in a Mystic State.
No Damage. The Queen cannot take damage.
Aggression Defendant. When the Queen did not attack something at the end of her turn she can move again until she does.
Damage. The Queen does 4 times damage when enraged.
Description
A Ash Crawler is a multilegged, reptilian horror whose deadly gaze transforms victims into porous stone. With its strong jaws, the creature consumes this stone, which returns to organic form in its gullet. It has a Tail made of Firey Rock that protects a Glad that makes Poison Spikes out of this Organic Material's remains. It has plenty of Poison spikes stored away in it's body from months of eating animals to prepare for attacking towns. It can spit Acid and corrode armor, metal doors and weapons, they were made to kill. They are immune to fire, acid and poison all in special ways. They also can burn people who attack them in melee. They are immune to charm, fear, and petrification.
Ash Crawlers usually eat for months to build up their Poison supply band together then attack cities trying to take it over. This is so their Queen can have a suitable safe place to sleep eat and make babies. As even in Fire she is safe. In fact a Volcano would be a perfect place for a Ash Spawn Queen to reside in as it can even live in Lava. This makes them deadly. Some Nix have even been able to tame Ash Crawlers. But others don't listen to the Nix if their Queen doesn't allow it. Ash Crawlers are always Female and when they become level 12 can expend 4 levels to make 4 Ash Crawlers at a time. This takes an hour and the Queen must be protected in this time. If it is hit once during this process it's children die and it goes into a blind state of rage.
Lair and Lair Actions
The Ash Queens lair if it has one is the Remain of a Town or city. They sometimes mistake Nix Villages as abandoned and take it over while the Nix are still there. The Nix congregate around the Queen and assassinate her as they tame the normal Ash Crawlers. So their action lair one that would last longer would be one of two things. A Volcano or a Ruined Castle.
Volcano Lair
A Volcano Lair has it's set Advantages for the Ash Queen. The Ash Queen can Heal Consistently and because of that she can actually take getting hit while giving birth if she is in a Volcano. There is also the added bonus of getting +5 to damage and to hit In hot locations. The Ash Queen also can Drink some of the Lava and get a unique Breath weapon.
Traits the Ash Queen Learns:
Lava Breath. The Lava Breath is a 300 foot Cone of Pure Lava. It burns everything in it's path. You need to make a DC 22 Dexterity save or take 26d6 Fire damage. Anything Flammable on you, can and will set on fire. You also will set on fire.
Traits the Ash Crawlers Learn:
Wings. The Ash Crawlers Evolve in the Extreme heat to have Wings this allows them to fly 60 feet.
Ruined Castle Lair
The Ruined Castle has it's set of Advantages but is still dangerous. The Queen has walls protecting her and a roof above her head. The Ash Crawlers will act like guards on the wall and will Spit Acid and Poison Spikes at anyone attempting to get to the Queen. They show high Intelligence once they get in a Castle and some Ash Crawlers even Learn Spells to protect the Queen.
Traits the Queen learns here:
Monarch of Ash. The Queen can Use her Spell casting modifier and set the entire city of fire which heals her and all her grunts. Anything caught in this fire takes 3d6 fire damage each turn they're in it. If something other then Ash Crawlers within it would heal from it, it instead doesn't affect them at all.
Traits the Ash Crawlers Learn here:
Spellcasting. The Ash Crawlers learn three spells of the Ash Crawlers choosing They all have to be below 4th level.
Tactics. The Ash Crawlers learn how to Climb Walls using Spider Climb and can use this to protect the walls, and thus their Queen.
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