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.
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.
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.
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.
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.
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.
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