Standing Leap. The ashling guard's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Camouflage. If the ashling guard does not move for more than one (1) round, it gains a bonus +5 to stealth. Additionally, the guard can attempt to hide in plain sight if it uses a full round action to stealth.
Climb. Ashling guards can climb on any surface as spiders, and at their full movement.
Pack Tactics. The ashling guard has advantage on an attack roll against a creature if at least one of the guard's allies is within 5 feet of the creature and the ally isn't incapacitated.
Ambush. When using a full round action to stealth and the ashling guard has successfully been able to hide in plain sight, it may attempt an ambush attack. The guard gains advantage on the first attack made from ambush.
Claw/Claw. The ashling guard can make up to two (2) claw attacks (finesse, dex to hit): +7 to hit, reach 5 ft., 1 target. Hit: 4 [(1d6) + 1 necrotic damage]. On a successful hit, the target must make a DC 17 CON saving throw (10 + guard CON mod + HD). If the target succeeds then nothing happens and the ashling guard deals damage as normal; if the target fails then the ashling guard deals the damage as normal and heals for the total damage dealt. This healing effect can occur no more than once per round, up to a maximum three (3) times per short rest.
Blur. As a reaction to an incoming attack, the ashling guard may choose to blur. This effect forces disadvantage on the incoming melee attack, and persists until the beginning of the ashling guard's next turn. This effect can be used a maximum of three (3) times per short rest.
Description
Role
Ashling guards are employed as the preferred drill sergeant units for the slave camps of Tiamantia. Ashling shephards report to ashling guards. The ashling guard have more training for combat situations.
Ecology
These creatures roam in pairs, and are found in any weather environment and on all major continents of Tiamantia. There is major, thematic differences in ashling colouring from continent to continent, resulting in a preference to stay in their native continent. The major continental colouring schemes are: red/yellow/black in red continent; white/aquamarine in white continent; navy blue/black/violet in blue continent; green/white/yellow in green continent; black/grey/white in black continent.
Physiology
Ashling do not need to eat/breathe/sleep. They are immune to exhaustion, fear effects/frightened status, and are immune to poison. Ashling guards are a small, chaotic evil demon. They are four-legged creatures covered in chitinous plates, and have movement similar to spiders. Ashling guards chitinous plating is more robust than that of the ashling shepards. The coloured plates of their chitin shifts as that of a chameleon, allowing it to be very efficient at hiding. Ashling guards are a very dexterous creature, and gain a bonus +2 to acrobatics checks. Due to their nature they are immune to necrotic damage and are weak against radiant damage.
Communication
Ashling communicate telepathically with others of their kind. This telepathic communication can extend outside of their race if the target also has telepathy as an innate ability. They understand draconic, abyssal, and infernal fluently, but are only capable of rudimentary speech; the plates of chitin make speech difficult and causes its voice to sound like something between an insect buzzing and mechanical gears grinding together.
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