Large Monstrosity (Human, Paladin, Shapechanger), Chaotic Evil
Armor Class 22 Natural armor
Hit Points 260 (20d10 + 140)
Speed 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
28 (+9)
INT
16 (+3)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws WIS +12, CHA +14
Skills Animal Handling +12, Athletics +14, History +10, Intimidation +14, Religion +10
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Necrotic, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Exhaustion, Frightened
Senses Truesight 60, Passive Perception 22
Languages Celestial, Common, Undercommon
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Lycantrophy Curse. Ashbringer is cursed with the Malar's lycanthropy and his unholy, cursed Spear. He barely remembers his past before the change and rarely thinks clear. He acts like a beast, a deadly predator, all in the name of Malar. On the other hand, he is vulnerable to magical and psychical exploits that influence lycanthropy curse, such as Remove Curse or Blood of the Lycanthrope Antidote. The exact effect of using such things on Ashbringer is up to Dungeon Master but - depends on how the party acts - it shoudl include a possibility to remove Malar's curse and bring back the real Reinhar Yaerthal.

Blood Frenzy. Ashbringer has advantage on attack rolls against a creature that doesn’t have all its hit points.

Legendary Resistance (3/Day). When Ashbringer fails a saving throw, it can choose to succeed instead.

Regeneration.  Ashbringer regains 10 hit points at the start of each of its turns. If Ashbringer takes damage from a silvered weapon, this trait doesn’t function at the start of his next turn. Ashbringer dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Divine Smite. When Ashbringer hit a creature with a melee weapon attack, he can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is (2d8) for a 1st-level spell slot, plus (1d8) for each spell level higher than 1st, to a maximum of (5d8). The damage increases by (1d8) if the target is a celestial or a fey, to a maximum of (6d8).

Lay on Hands (1/day).  Ashbringer's blessed touch can heal wounds. He has a pool of healing power that replenishes once a day. With that pool, you can restore a total number of hit points equal to 80. As an action, Ashbringer can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in his pool. Alternatively, [monster name] can expend 5 hit points from his pool of healing to cure the target of one disease or neutralize one poison affecting it. Ashbringer can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Aura of Conquest. Ashbringer constantly emanate a menacing aura while he's not incapacitated. The aura extends 30 feet from him in every direction, but not through total cover. If a creature is frightened of Ashbringer, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to 10 if it starts its turn there.

Spellcasting. The Ashbringer is a 20-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +12 to hit with spell attacks).).

Ashbringer has following Paladin spells prepared and does not required any material components to cast them:
1st level (4 slots): Command, Compelled Duel, Searing Smite, Wrathful Smite, Thunderous Smite.
2st level (3 slots): Aid, Branding Smite, Find Steed (as an action).
3st level (3 slots): Aura of Vitality, Blinding Smite, Spirit Shroud.
4st level (3 slots): Banishment, Find Greater Steed (as an action), Staggering Smite
5st level (2 slots): Banishing Smite, Destructive Wave, Summon Celestial

Actions

Multiattack. Ashbringer can use his Frightful Presence. He then makes two attacks: one with his spear and then one with his bite or punch.

Spear Of Malar: Thrust. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 29 (4d8 + 9) magical piercing damage plus 24 (4d10) necrotic damage.

Spear Of Malar: Whirlwind. Melee Weapon Attack: +16 to hit, reach 5 ft., everyone in 5 ft. range. Hit: 19 (2d8 + 9) magical bludgeoning damage. Each creature that was hit within 5 ft. of Ashbringer must succeed on a DC 21 Dexterity saving throw or be knocked prone.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) piercing damage plus 20 (4d8) necrotic damage. If the target is a Humanoid, it must succeed on a DC 21 Constitution saving throw or be cursed with Malar's lycanthropy.

Malar's Punch. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 6) bludgeoning damage. The creature that was hit must succeed on a DC 21 Constitution saving throw or be knocked stunned.

Spear Of Malar: Throw. Ranged Weapon Attack: +16 to hit, reach 40/120 ft., one target. Hit: 24 (3d8 + 9) magical piercing damage plus 24 (4d10) necrotic damage. Ashbringer can use his bonus action to call the Spear back to his hand.

Frightful Presence. Each creature of Ashbringer choice that is within 60 feet of him and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ashbringer's Frightful Presence for the next 24 hours.

Bonus Actions

Shapechanger (1/day). Once a day Ashbringer can change his form and become Loup Garou in its direwolf form. In this form his abilities, amount of legendary resistance, legendary actions and hit points are all overwritten until the dire wolf form died. He cannot use the Spear of Malar or Spellcasting, neither talk. After his dire wolf form died, he comes back to his regular form.

Call the Spear of Malar. Ashbringer can use his bonus action to call the Spear back to his hand whenever it's not further than 1000 ft. away.

Reactions

Parry. Ashbringer adds 4 to its AC against one melee attack that would hit it. To do so, Ashbringer must see the attacker and be wielding a melee weapon.

Unyielding. When Ashbringeris subjected to an effect that would move him, knock him prone, or both, he can use his reaction to be neither moved nor knocked prone.

Feed on Weakness. When a creature within 20 feet of Ashbringer fails a saving throw, he gains 10 temporary hit points.

Legendary Actions

Ashbringer can take 3 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. Ashbringer regains spent legendary actions at the start of its turn.

Spear of Malar Attack. Ashbringer makes an attack with Spear of Malar.

Detect. Ashbringer makes a Wisdom (Perception) check.

Charge'n'Bite (Costs 2 Actions). Ashbringer moves up to his speed without provoking opportunity attacks, then makes a bite attack.

Cast a Spell (Costs 2 Actions). Ashbringer uses Spellcasting.

Summon Wolf's Pack (Cost 3 Actions). Ashbringer summons 1d8 dire wolf. Only one pack can be summoned at once.

Mythic Actions

No Mythic Actions.

Description

Reinhar "Ashbringer" Yaerthal was a Dambrath prince who turned his soul into Malar's beast heart and became his champion and - possible - his Avatar.

Lair and Lair Actions

Does not have a Lair.

Previous Versions

Name Date Modified Views Adds Version Actions
7/15/2022 5:57:56 PM
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Monster Tags: NPCShapechanger

Habitat: Forest

Nixos

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