| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +23 |
| DEX | 18 | +4 | +12 |
| CON | 26 | +8 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +7 |
| WIS | 22 | +6 | +14 |
| CHA | 26 | +8 | +8 |
Diabolical Restoration. If the Ashen Fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Fear Aura. The Ashen Fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this Ashen Fiend’s aura for 24 hours.
Legendary Resistance (4/Day). If the Ashen Fiend fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Ashen Fiend has Advantage on saving throws against spells and other magical effects.
Multiattack. The Ashen Fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack.
Bite. Melee Attack Roll: +18, reach 10 ft. Hit: 30 (4d6 + 10) Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 25. Failure: The target has the Poisoned condition. While Poisoned, the target can’t regain Hit Points and takes 28 (8d6) Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Devilish Claw. Melee Attack Roll: +18, reach 10 ft. Hit: 32 (5d8 + 8) Necrotic damage.
Fiery Mace. Melee Attack Roll: +18, reach 10 ft. Hit: 32 54d6 + 8) Force damage plus 21 (6d6) Fire damage.
Mutagenic Spellcasting (Recharge 4–6). The Ashen Fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25). It can replace one Fireball with Hold Monster (level 7 version), Disintegrate (level 7 version), Wall of Fire, Abi-Dalzim's Horrid Wilting or Meteor Swarm.
The Ashen Fiend can take 4 legendary actions, choosing from the options below. Only one at a time and only at the end of another creature’s turn. Regains all at start of its turn.
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Tail Attack. Makes one tail attack.
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Wing Attack (2 Actions). Beats its wings: each creature within 20 ft. must succeed on a DC 25 Dex save or take 22 (2d6 + 10) bludgeoning and be knocked prone; the fiend flies up to half its flying speed.
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Hellfire Bolt. Ranged spell attack +16 to hit, range 120 ft., one target. Hit: 24 (4d8 + 8) fire damage.
Below is the Ashen Fiend’s Mythic Trait and accompanying Mythic Actions, transforming the encounter into a truly epic, multi‐phase showdown. Once the Fiend falls to 0 hit points, its “Ashen Legacy” triggers a devastating metamorphosis, restoring it partially and unlocking powerful new actions beyond its legendary repertoire.
Mythic Trait: Ashen Legacy
If the Ashen Fiend is first reduced to 0 hit points, it doesn’t die. Instead, infernal necrotic energies surge through its broken form, and it rises anew in with a fresh pool of hit points equal to half its maximum (300 HP).
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Mythic Form Activation
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Trigger: Hit points drop to 0 for the first time.
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Effect: Fiend immediately regains 200 HP and gains access to Mythic Actions. All spent Legendary Actions and lair actions reset. Read aloud: “From the ashes of death, infernal doom takes flight once more!”
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Mythic Actions
Mythic Actions are additional Legendary Actions usable only after the Fiend enters Mythic Form. They do not replace its normal Legendary Actions but stack on top, giving it even more devastating options. The Ashen Fiend can take 2 Mythic Actions per round, choosing from the options below.
| Mythic Action | Cost | Effect |
|---|---|---|
| 1. Infernal Resurrection | — | The Ashen Fiend releases a pulse of necrotic flame in a 30-ft radius. Each creature must succeed on DC 25 Con save or take 45 (10d8) fire + necrotic damage and be blinded until end of its next turn. |
| 2. Soul Rend | 1 action | Melee Spell Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (8d8) psychic damage and the target’s maximum HP is reduced by an amount equal to damage dealt. Reduction lasts until a long rest. |
| 3. Ashen Cataclysm | 2 actions | The Ashen Fiend calls down pillars of black flame at up to three points it can see within 120 ft. Each point erupts in a 10-ft radius zone. Creatures in the zone take 27 (6d8) fire damage on entering or ending their turn there. |
| 4. Infernal Dominion | — | The Ashen Fiend targets one creature it can see within 60 ft. The target must succeed on DC 25 Wis save or become charmed for 1 minute, forced to approach and aid the Fiend. The charm ends if the Fiend is reduced below half its Mythic HP. |
| 5. Ashen Reclamation | 2 actions | The Ashen Fiend regains 100 HP. Additionally, two Cambions crawl from nearby fissures and act immediately. |
Description
The Ashen Fiend is a gargantuan pit fiend warped by the Ashen Rot plague—its once-impregnable infernal form now corroded by necrotic energies. A towering silhouette of charred flesh and exposed bone, it stalks the battlefield with inhuman cunning, unleashing both horrifying might and vile sorceries. Driven by a single purpose—to spread undeath and obliterate the living—it combines brutal physical onslaughts with insidious manipulation of fear and decay.
Appearance
The Ashen Fiend stands over 20 feet tall, its massive frame partly charred and partly skeletal:
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Melting Skin & Exposed Bone: Vast swaths of scorched, mottled flesh hang in tatters, revealing blackened ribs, shattered vertebrae, and spines of glowing necrotic ichor.
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Slate-Gray Horns & Jaw: Two sweeping horns curve from its brow, framing a maw of jagged teeth interspersed with rivulets of molten bone.
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Tattered Wings: Ragged, membranous wings—once leathery and crimson—now shredded and slick with corrosive ichor, drape like mottled banners behind it.
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Infernal Accouterments: Chains of charred metal loop across its shoulders; a flail of dripping, spiked metal swings from its gauntleted hand, its head oozing black flame.
Behavior and Personality
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Malicious Intelligence: Unlike mindless undead, it retains the cunning of an archdevil, issuing commands to plague-spawn and outmaneuvering foes through battlefield control.
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Aura of Terror: Its very presence radiates dread: enemies within dozens of feet must steel themselves against paralyzing fear or flee in panic.
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Tactical Cruelty: It toys with victims—luring parties into traps of bone and ichor, then cleansing them with blasts of necrotic flame when they’re cornered.
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Unholy Zeal: It speaks in a voice of grinding bone, offering false bargains and whispering decay-soaked temptations to sap the will of the living.
Abilities in Action
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Necrotic Corruption: Flesh that its claws tear open festers into plaguebound larvae, forcing allies to either cure the wound or risk spawning more horrors.
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Rotating Onslaught: Between multiattack volleys—bite, claw, tail, and mace—it intersperses breath-weapon blasts of conflagrant necrosis.
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Master of Undeath: It summons undead Cambions at will, reshaping fallen foes into new lieutenants and reinforcing its ranks mid-battle.
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Mythic Resilience: Even when “killed,” it erupts from ash and bone to fight on with renewed fury, forcing heroes to confront it twice in a single climactic duel.
Lair and Lair Actions
1. Location and Theme
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Wasteland Approach: The lair sits atop the Obsidian Spine, a volcanic ridge whose vents now exhale black smoke and embers. Travel through the “Bleakmarch” is perilous—ash storms, pools of molten necrotic ichor, and undead aberrations patrol the shattered terrain.
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Infernal Cathedral: Carved from obsidian and bone, the main chamber resembles a cathedral whose vaulted ceilings drip with congealed ichor. Ribs of stone arch overhead like the spines of titanic beasts.
2. Key Chambers
2.1 The Hall of Shattered Thrones
Once the throne room of a mortal king, its dais is broken and half-submerged in foul ichor. Crumbling thrones of bone serve as perches for plaguebound gargoyles that swoop down to rend intruders. Flickering sconces burn with sickly green flames that sizzle flesh.
2.2 The Furnace Vaults
A winding series of magma-heated forges where the Ashen Fiend reforges fallen allies into greater undead. Conduits of blood and ichor feed into roaring furnaces of black flame; animated chains and tongs clasp at anything that moves. Each forge is protected by a “Rotbound Sentinel” (CR 5 plague-changed construct).
2.3 The Hall of Whispers
Long corridors lined with alcoves containing the severed heads of the Ashen Fiend’s victims. These still-speaking heads whisper secrets and lies, attempting to turn intruders against one another. Their murmurs impose disadvantage on Wisdom (Perception) checks and force DC 20 Wisdom saves to resist despair.
2.4 The Necrotic Sanctum
A circular chamber beneath the cathedral floor where necromantic ley lines converge. A cracked obsidian altar stands at its center, inscribed with infernal glyphs. This is where the Ashen Fiend communes with the stillborn Atropals and channels the Ashen Rot into its minions.
3. Amplified Lair Actions
On initiative count 20 (losing ties), the Ashen Fiend can invoke one of its lair actions (no two identical in a row):
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Summon Rotbound (CR 5): Two to four plague-aberrations crawl through fissures in the floor, acting immediately.
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Ashen Surge: A wave of necrotic energy bursts in a 60-ft. radius—DC 23 Con save or take 36 (8d8) necrotic damage and become stunned until end of next turn.
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Infernal Conflagration: Black flames erupt at up to three points, creating 10-ft. zones that deal 14 (4d6) fire damage at the start of each turn within them.
4. Regional Effects
Beyond the lair’s bounds (up to 6 miles):
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Corrosive Ashfall: Black ash drifts continually, dealing 1 (1d1) necrotic damage per hour to exposed targets and clogging machinery.
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Warped Wildlife: Any nonundead creature entering the region must succeed on a DC 20 Wisdom save or gain a curse that warps its flesh over 24 hours into a minor undead aberration.
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Arcane Suppression: Divination and healing magics cast within the area are 50 percent less effective; spells that restore hit points or detect life require an additional spell slot.
Lair Actions
On initiative count 20 (losing ties), the Ashen Fiend takes a lair action to invoke one effect (can’t repeat on consecutive rounds):
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Summon Cambion. Conjure 2d4 CR 5 Cambions within 60 ft.; initiative count 15
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Ashen Surge. Necrotic wave in 60-ft. radius: creatures must succeed on DC 23 Con save or take 36 (8d8) necrotic damage and be stunned until end of next turn.
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Infernal Conflagration. Flaming pillars erupt at up to three points the fiend can see, each creating a 10-ft. radius zone that deals 14 (4d6) fire damage at the start of each creature’s turn inside it.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/3/2025 3:30:16 AM
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9
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1
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Coming Soon
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