| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 18 | +4 | +10 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +8 |
| CHA | 16 | +3 | +3 |
Burning Presence. Any creature that ends its turn within 10 feet of the Ashbound takes 7 (2d6) fire damage. This damage ignores resistance to fire.
Ashen Regeneration. If the Ashbound has less than half its hit points remaining, it regains 10 hit points at the start of its turn unless it was hit by radiant damage or doused in at least 5 gallons of water in the last round.
Spellcasting. The Ashbound is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Ashbound has following spells prepared:
Cantrips (at will): Control flames, Thaumaturgy, Chill Touch
1st level (4 slots): Burning Hands, Mage Armor, Cause Fear
2nd level (3 slots): Scorching Ray, Mirror Image
3rd level (3 slots): Fireball, Counterspell, Fear
4th level (3 slots): Wall of fire, Blight
5th level (2 slots): Flame Strike, Cloudkill
6th level (1 slot): Sunbeam, True Seeing
7th level (1 slot): Fire Storm
8th level (1 slot): Incendiary Cloud
9th level (1 slot): Meteor Swarm
Ashen Curse (Recharge 5-6). The Ashbound targets a creature within 30 feet that it can see. The target must make a DC 16 Charisma saving throw. On a failure, the target is cursed for 24 hours. While cursed:
- They have vulnerability to fire damage.
- They feel an increasing warmth beneath their skin, making long rests impossible.
- Any object they own that has sentimental value slowly burns away over time, even if kept in a separate plane of existence.
The curse can be removed by Greater Restoration or Remove Curse, but if left unchecked, it will permanently erase one personal memory from the target.
Smoldering Grasp. (Melee Weapon Attack). +7 to hit, reach 5 ft., one target.
Hit: 21 (4d8) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be unable to recover hit points until the end of its next turn.
Burning Step. The Ashbound teleports up to 30 feet to an unoccupied space it can see. The area it leaves bursts into flames, forcing all creatures within 5 feet of the departure point to make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failure, or half as much on a success.
Scorching Retaliation. When a creature within 5 feet of the Ashbound hits it with a melee attack, the Ashbound releases a surge of heat. The attacker must make a DC 16 Constitution saving throw or take 9 (2d8) fire damage and have disadvantage on its next attack roll as the pain sears into them.
The Ashbound can use one of the following legendary actions at the end of another creature’s turn.
Flickering Shape (Costs 1 Actions). The Ashbound momentarily vanishes in a wisp of smoke, then reappears within 15 feet in a darkened or shadowed area.
Cinder Mark (Costs 2 Actions). The Ashbound marks a creature within 30 feet with a glowing ember sigil. The next time that creature takes fire damage, the damage is maximized instead of rolled. The mark lasts 1 minute or until the Ashbound is slain.
Smoldering Regret (Costs 3 Actions). The Ashbound releases an aura of sorrow and pain. All creatures within 10 feet must make a DC 16 Wisdom saving throw or become paralyzed with despair until the start of the Ashbound’s next turn. Those who fail also take 14 (4d6) fire damage as unseen flames lick at their skin.
Description
The Ashbound resemble blackened corpses, their skin cracked and glowing with embers beneath. Smoke drifts from their bodies, and their mouths are wide, twisted in silent screams. No eyes remain—only pits of flickering cinders. When they move, they leave behind scorched footprints, the ground itself recoiling from their touch. They do not walk; they linger, their presence stretching out like heat before a wildfire.
Where an Ashbound lingers, the world begins to unravel in quiet, insidious ways:
- Fires refuse to warm but still burn flesh.
- Water boils even when cold.
- The scent of smoke lingers, but no source can be found.
- Ash falls like snowfall, but vanishes upon being touched.
- People begin forgetting the names of those who died in fires long ago.
- Metal warps from unseen heat, bending and twisting over time.
If an Ashbound stays in one place too long, it becomes a Pyre-Hollow, a cursed region where no structure can stand for more than a year without mysteriously catching fire, and where anyone who stays too long will one day wake to find themselves burning—without a single flame in sight.
Lair and Lair Actions
The Pyre-Hollow, the lair of the Ashbound, is a world hollowed out by fire and steeped in the bitter remnants of forgotten memories. The land here is blackened and warped, the very earth twisted as though scorched by an eternal blaze. The air smells of ash and burning wood, a constant weight on your lungs that clings to your clothes, your hair, and even your very thoughts.
The ground beneath your feet is cracked and brittle, like the crumbling remains of a dead world. It is dotted with scorched barren trees—their branches twisted and gnarled, stretching out in jagged shapes like the fingers of a once-living thing now turned to brittle, charred bark. Instead of leaves, the trees flicker with blue, unnatural flames, their glow casting a cold, eerie light that does little to banish the gloom that dominates the Hollow.
The sky is perpetually shrouded in a heavy, smoke-filled haze, the sun unseen, its presence only felt as a distant, oppressive heat. Silent fires flicker here and there across the landscape, but they offer no warmth. They burn without sound, their flames consuming everything around them, yet leaving no trace behind. The air is dry, and the ash that perpetually falls from the sky coats everything, turning it to gray, the memory of fire, covering the land in a fine, choking powder.
In the distance, the remains of burned buildings rise from the ground like forgotten ruins. These skeletal structures—once homes, once lives—are now warped, melted, and hollowed out by the infernos of time. What remains are only memories, imprinted into the bones of the land, silent whispers of the past. Ashfigures, the souls of the lost, drift through these ruins, ghostly remnants that flicker in and out of sight, their hollow eyes staring into the distance, lost to the fires that consumed them.
The rivers here do not flow with water but with fine gray ash that moves sluggishly across the cracked ground. The surface of these ash-rivers shimmers with faint, disturbing reflections—visions of past lives, lost loves, and deaths. The eerie quiet is broken only by the occasional screams of the burned, faint and distant, but ever-present, as though the very earth is weeping for the lost souls who still wander its ashen landscape.
At the center of the Pyre-Hollow is the great hearth, the heart of the Ashbound’s power. It is an enormous crater, its center filled with burning embers and the faint scent of sulfur and sorrow. The flame here never dies, even when the world itself seems to smolder to nothingness. The ground around it is black and cracked, veins of red-hot lava pulsing beneath the surface, as if the world itself still aches with the heat of the Ashbound’s malice.
Time itself feels fractured here—an eternal moment of burning memory. The world is suspended in a twisted moment of consuming grief and decay, every step forward sinking deeper into the soft ash of lost years. There is no escape from the Pyre-Hollow, no sanctuary from the weight of memory that clings to everything. All that remains is fire, grief, and the consuming silence of a world forever burned away.
Lair Actions
On initiative count 20 (losing initiative ties), the Ashbound can take a lair action to cause one of the following effects:
-
Whispers of the Burned
The air grows thick with the silent screams of the burned, their voices a constant murmur of despair. All creatures within 60 feet of the Ashbound must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature that fails by 5 or more is also paralyzed until the end of its next turn. -
Pyreblast
A burst of flame erupts from the ground beneath one creature within 30 feet of the Ashbound. The target must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one. The fire remains in the area, creating a 5-foot-radius aura of flames that lasts until the start of the Ashbound’s next turn. -
Soot and Smoke
A dense cloud of smoke and ash fills a 30-foot radius centered on a point within 60 feet. The area becomes heavily obscured until the start of the Ashbound’s next turn. Any creature that begins its turn within the cloud must make a DC 16 Constitution saving throw or suffer 1 level of exhaustion as the smoke stifles their breath and causes them to cough uncontrollably. -
Burning Reflection
A pool of blackened water appears within 30 feet of the Ashbound. Any creature that touches it sees visions of their own demise, each more horrific than the last. The creature must make a DC 16 Charisma saving throw or be paralyzed with terror for 1 minute as the reflection is consumed by fire. The creature may attempt the saving throw again at the end of each of its turns, ending the effect on a success.
Environmental Hazards
The Pyre-Hollow is not just dangerous because of the Ashbound itself—the environment is a constant threat to any who venture too far inside. Here are some specific environmental hazards:
-
Flame-Absorbing Ground
The earth in the Pyre-Hollow is cursed, absorbing any heat or flame that touches it. Fire-based spells, magical fires, and even natural flame sources (such as torches or campfires) cannot burn for more than 1 round before they are consumed by the land. Fire damage is also reduced by half in the Pyre-Hollow. -
Memory Erosion
Within the Pyre-Hollow, any creature that stays for more than 1 hour begins to lose their memories of their past—fading at first in small, unnoticed ways, but growing more severe the longer they remain. This can result in the loss of abilities or traits temporarily, as if the land itself is erasing who they were, leaving only a hollow shell of the person who arrived. -
Lurking Smolder
Unseen beneath the dust and debris are hidden smoldering pits. These pits burst with flames if disturbed, dealing 14 (4d6) fire damage and igniting anything flammable. The Ashbound uses these areas as traps, forcing intruders into perilous situations where even the ground itself betrays them. -
Unholy Weather
At night, the Pyre-Hollow is often clouded by smoky darkness, and ashes fall from the sky like snow. In this cursed weather, creatures within the area have disadvantage on Perception checks and suffer 1d6 fire damage at the start of each of their turns, as though invisible flames are licking at their skin.
The Ashbound’s Influence Over the Pyre-Hollow
- The Ashbound shapes the environment to suit its need for eternal suffering and despair. It will never allow the land to heal, nor will it let any fire burn brightly enough to cleanse the area.
- The spirits of the fallen are not merely passive witnesses. At times, they guide or mislead intruders, depending on their nature. Some lost souls may offer hints and guidance to those who seek to end the Ashbound’s curse, while others may be manipulated by the Ashbound into tricking or harming those who venture into its domain.
- The Ashbound’s power grows with each passing day. The longer it is allowed to remain in the Pyre-Hollow, the more difficult it becomes to destroy or even combat. It might summon new firestorms, raise the dead from the ashes to fight for it, or even create illusions to trap the adventurers in their own burning memories.
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