Deathly Camouflage. The Ashen Stalker has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
Cinder Step. The Ashen Stalker ignores difficult terrain caused by ash, cinders, or burning debris. Additionally, it can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10) force damage.
Fiery Retribution. When the Ashen Stalker is reduced to 0 hit points, it erupts in a burst of flame. Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much on a success.
Multiattack. The Ashen Stalker makes two Claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage plus 4 (1d8) fire damage.
Smoldering Grasp (Recharge 5-6). The Ashen Stalker attempts to ignite a creature it touches. One creature within 5 feet must make a DC 13 Constitution saving throw. On a failed save, the target takes 9 (2d8) fire damage and is set ablaze, taking 4 (1d8) fire damage at the start of each of its turns until it or another creature uses an action to extinguish the flames.
Shadow Flicker. The Ashen Stalker can take the Hide action in dim light or darkness.
Ember Dash (Recharge 4-6). The Ashen Stalker moves up to 20 feet without provoking opportunity attacks. Any creature it moves through takes 4 (1d8) fire damage.
Cinder Counter. When a creature within 5 feet hits the Ashen Stalker with a melee attack, the Stalker releases a burst of embers. The attacker must make a DC 13 Dexterity saving throw or take 4 (1d8) fire damage and have disadvantage on its next attack roll before the end of its next turn.
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Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
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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