Pack Tactics. The ashling defender has advantage on an attack roll against a creature if at least one of the defender's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The defender makes a full attack action with claw/claw/bite (strength).
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) necrotic damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) necrotic damage. If the defender succeeds on the attack roll, the target must succeed on a DC 17 Constitution saving throw (10 + 1/2 HD + Str mod) or the ashling defender heals for the amount of damage done. The ashling defender heals this way up to a maximum three (3) times per short rest.
Mirror Image. At the beginning of its turn, the ashling defender can cast mirror image as the spell. Three illusory duplicates appear in their space. Until the spell ends, the duplicates move with the defender and mimics their actions, shifting position so it's impossible to track which image is real. The defender can use its action to dismiss the illusory duplicates. This ability can be used once per long rest.
- Each time a creature targets the ashling defender with an attack during the spell's duration, the defender rolls a d20 to determine whether the attack instead targets one of the duplicates.
- If there is three duplicates, the defender must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, the defender must roll an 8 or higher. With one duplicate, the defender must roll an 11 or higher.
- A duplicate's AC equals 13 (10 + defender Wisdom modifier). If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
- A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Description
Role
Ashling defenders are the preferred military and combat units for the slave camps of Tiamantia. Ashling defenders report directly to the ashling enforcer group they are assigned to.
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 defenders are a medium, chaotic evil demon. They have a limited flight, as they have no legs. Ashling defenders are covered in chitinous plates which is robust as that of the ashling guards. The coloured plates of their chitin shifts as that of a chameleon, but due to their size they gain no benefits to stealth. Ashling defenders are fearsome and intimidating. They gain a bonus +5 to intimidation checks and use strength instead of charisma when making intimidation checks. Due to their combat focus, ashling defenders are resistant to all weapon damage and elemental damage (exceptions: force, radiant, and psychic) but they remain 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. Ashling defenders are unique among their brethren as they can speak if they choose to do so. The sound produced is still a mix of insect buzzing and gears grinding.
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