Ash Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must make a DC 18 Constitution saving throw or take 16 (3d10) fire damage and be blinded until someone takes an action to remove the ashes, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 necrotic damage.
Evasion. If the elemental is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (2/Day). If the elemental fails a saving throw, it can choose to succeed instead.
Multiattack. The elemental makes two Grab attacks.
Grab. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 18 (4d8) fire damage and the target is grappled (escape DC 18). If the target is a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Hurl. The elemental throws a creature grappled by it. That creature is no longer grappled. Ranged Weapon Attack: +14 to hit, range 60/180 ft., one target. Hit: Both the hurled creature and the target take 27 (3d12 + 8) bludgeoning damage, and the hurled creature falls prone.
Ember Flare (Recharge 5–6). The embers of the elemental flare in a 20-foot radius sphere centered on it. The elemental regains 10 hit points and each other creature in that area must make a DC 18 Dexterity saving throw, taking 49 (9d8) fire damage on a failed save, or half as much damage on a successful one.
The elemental can take 2 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 elemental regains spent legendary actions at the start of its turn.
Toss. The elemental makes a Hurl attack.
Ashen Form (Costs 2 Actions). The elemental can move up to half its flying speed without provoking opportunity attacks. It regains 10 hit points.
Description
Wandering the ash-covered and scorched wastes, a doomed soul might come across the destructive force known as the Ashen Wraith, a titanic creature vaguely shaped like the top half of a forward-leaning humanoid, always shifting between solid form and ash floating on the wind. If you’re lucky or came in a large group of creatures, the Ashen Wraith attacks by picking up its target and throwing it at the nearest creature or hard surface. If it’s tough enough to withstand that, it then uses its elemental power to flare the ashes nearby, usually incinerating any nearby offenders.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
7/10/2022 4:41:25 PM
|
11
|
6
|
1
|
Coming Soon
|
Comments