| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +8 |
| WIS | 14 | +2 | +6 |
| CHA | 10 | +0 | +0 |
Exploit Opening (3/Day). When Ashan Nashan makes an attack, they have advantage on the attack roll.
Fungal Staff. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 30 ft., one target. Hit: 21 (6d6) poison damage.
Cloudkill (1/Day; 5th-Level Spell; Concentration). You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a DC 16 Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
Spore Bolt (3/Day; 3rd-Level Spell). The wizard fires magical spores in a 5-foot-wide, 100-foot-long line. Each creature in the line must make a DC 16 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.
Spore Shield (3/Day). When the wizard is hit by an attack, they magically gain a +5 bonus to AC against that attack, potentially causing it to miss. If the attacker is within 10 feet of the wizard, the attacker must succeed on a DC 16 Constitution saving throw or take 18 (4d8) poison damage and be poisoned.
Utility Spells
In addition to any other spells in this stat block, Ashan Nashan can cast the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
At will: mage hand ᴬ, prestidigitation ᴬ
1/day each: Mind Spike ⁺, mage armor ᴬ, see invisibility ᴬ, sending ᴬ
Description
My Recommendation is a small room/cavern with limited options for mobility. If you want the fight to happen in a large room I would recommend to add Myconid Spore Servants , Shrieker Fungus and Violet Fungus.
Ashan Nashan was once a brilliant researcher of creatures, specializing in the study of exotic life forms. His particular fascination was with the Myconids, a mysterious fungal colony in the Blackridge known for their collective consciousness. Captivated by their unique connection and the potential to bridge the realms of life and death, Ashan devoted his studies to unraveling their secrets.
During his research, Ashan discovered a way to integrate his mind into the Myconids' collective consciousness without being absorbed by it. This breakthrough granted him access to vast knowledge and the ability to influence the Myconids at will. However, this power came at a cost: the spores of the colony began to alter his body and mind.
Driven by a desire for immortality and the fusion of life and death, Ashan Nashan retreated into the depths of Blackridge. There, he established his lair within the Myconid colony, where he could continue his experiments undisturbed. His connection to the colony granted him unnatural longevity and enhanced magical abilities.
Today, Ashan Nashan is a formidable presence in Blackridge. He views every intruder as an opportunity for new experiments and firmly believes that his research holds the key to ultimate power. Adventurers who venture into his domain must contend not only with his formidable spells but also with the dangers posed by a living colony of fungi and spores—a place where the balance between life and death has been disturbingly disrupted.
Lair and Lair Actions
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Mushroom Shriek:
- Initiative 20 (Loses ties): Ashan Nashan can activate an area of shrieker mushrooms that emit a deafening scream. All creatures within a 20-foot radius must succeed on a DC 16 Wisdom saving throw or has disadvantage on attacks against Ashan Nashan for one round.
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Spore Cloud:
- Initiative 20 (Loses ties): A cloud of toxic spores spreads in a 10-foot square area chosen by Ashan. Creatures in this area must succeed on a DC 16 Constitution saving throw or become poisoned until they leave the area.
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Necrotic Resonance:
- Initiative 20 (Loses ties): Ashan can channel the necrotic energy of his lair to heal himself or enhance his next necrotic spell. He gains 4d4+4] temporary hit points or increases the damage of his next attack by 4d4+4.
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Illusory Duplication:
- Initiative 20 (Loses ties): The spores create an effect like the "Mirror Image" spell by projecting false images of Ashan Nashan to confuse adventurers.
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Fungal Barrier:
- Initiative 20 (Loses ties): A 10 ft wall of dense mushrooms rises at a location of his choice within the lair, blocking line of sight and movement for one round.
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