Ashstep
The Ashmirror Revenant can teleport up to 30 feet to a space it can see that is in dim light or darkness. This does not provoke opportunity attacks.
Mirror of Regret (Recharge 5–6)
As an action, the Revenant summons a burning mirror made of cursed obsidian. Each creature within 30 feet that can see the mirror must make a DC 16 Wisdom saving throw or see a reflection of their greatest regret. On a failure, the creature takes 6d8 psychic damage and is frightened until the end of its next turn. On a success, the creature takes half damage and is not frightened.
Burning Memory
Once per round, when the Revenant is hit by a melee attack, the attacker must succeed on a DC 16 Charisma saving throw or take 3d8 fire damage as a wave of scorching memory burns their mind.
Multiattack
The Ashmirror Revenant makes two attacks with its Shadowflame Claws.
Shadowflame Claws
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
Shadowflame Weapon (Bonus Action)
The Revenant can wreathe its blade (or unarmed strikes) in shadowflame. Until the end of its next turn, its melee weapon attacks deal an extra 1d8 fire and 1d8 necrotic damage.
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
Once a mortal consumed by grief and revenge, the Ashmirror Revenant is born when someone dies staring into a cursed mirror—trapped between flame and reflection. They wander the land seeking to punish those who deny their own sins, burning them with echoes of forgotten guilt. They are neither wholly evil nor good—some say they burn the wicked, but others have seen them lash out at the innocent, tormented by their own fractured soul.
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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