Large Undead, Lawful Evil
Armor Class 22 Natural
Hit Points 262 (24d10 + 70)
Speed 30 ft.
STR
27 (+8)
DEX
20 (+5)
CON
25 (+7)
INT
16 (+3)
WIS
12 (+1)
CHA
19 (+4)
Saving Throws STR +16, DEX +13, CON +15
Damage Immunities Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 30ft, Passive Perception 11
Languages --
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Born From The Ashes Whenever the Ashen Lord would take fire damage, he instead heals for that amount. 

The Final Blaze When the Ashen Lord reaches 0 hp. All creatures within 30ft of him must make a DC 24 dexterity saving throw or take 40 (8d8) fire damage.  Captain Grimm does not heal from this instance of damage. 

Actions

Hook Swipe Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 24 (4d10 + 8) slashing damage and 12 (3d6) fire damage.

Boulder Throw Ranged Weapon Attack: +12 to hit, range 30/90 ft., 3 targets all within five feet of each other. Hit: 15 (2d8 + 5) bludgeoning damage and 6 (2d4) fire damage. Cannot target creatures within 20ft of the Ashen Lord. 

Fire Breath (Recharge 5-6) Exhaling a torrent of flaming breath, all creatures in a 20ft cone starting from the Ashen Lord must make a DC 24 dexterity saving throw, taking 30 (6d8) fire damage on a failure, or half as much on a success. 

Eruptive Storm (Only usable once per dawn, and only under half their maximum HP) Roll a d4, for that many rounds the Ashen Lord cannot take actions or bonus actions. During this time, any space within 20ft of the Ashen Lord is subject to the effects of the Fire Breath attack, and small chunks of volcanic rock rain down on the surrounding area. Any creature that starts it's turn within 100ft of the Ashen Lord must roll a d100. On a 1-15, they are struck by one such chunk, taking (20) 5d8 fire damage and 20 (5d8) bludgeoning damage and being knocked prone. On a 16-30, they must make a DC 20 dexterity saving throw, taking half as much and not falling prone on a success. On a 31-100 they are not struck. This ability does double damage to buildings and objects. 

Bonus Actions

Lunge The Ashen Lord jumps 15ft without provoking opportunity attacks. This consumes movement as normal.

Summon The Ashen Lord summons 1d4 skeletons. These skeletons deal an extra 1d4 fire damage on all attacks. 

Reactions

Ash Cloud Whenever the Ashen Lord takes more than 20 damage in one hit, they may use their reaction to create a cloud of ash around them. The area within 30ft of them is heavily obscured until the start of their next turn. 

Legendary Actions

An Ashen Lord has a number of legendary actions equal to half the number of enemies it's fighting, plus 1. 

Lunge (Costs 1 Action). The Ashen Lord uses it's Lunge Bonus Action. 

Hook Swipe (Costs 1 Action) The Ashen Lord makes a Hook Swipe Attack

Summon (Costs 4 Actions) The Ashen Lord uses his Summon Bonus Action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

FrostFirePrince

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