Medium Humanoid (Orc), Chaotic Neutral
Armor Class 13 Leather armor
Hit Points 30 (5d8 + 5)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +8, CON +6
Skills Athletics +4
Damage Resistances Fire
Gear Leather Armor, Spear, Flame-forged dagger, Ash-Scarred banner
Senses Passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Ember-Touched Weapons. Whenever the Cinderkin hits with a weapon attack, the attack deals an extra 1d4 fire damage.

Ritual Resilience. The Cinderkin has advantage on saving throws against being frightened.

Actions

Multiattack. The Cinderkin makes two attacks with its spear.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 7 (1d6 + 2) piercing damage.

Flame Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 2) slashing damage + 3 (1d4) fire damage.

Bonus Actions

Battle Resurgence (1/Day). The Cinderkin regains 7 (1d8 + 2) hit points.

Reactions

Ember Riposte

When a creature within 5 feet hits the Cinderkin with a melee attack, the Cinderkin can use its reaction to make one melee attack with its Flame Dagger against that creature, and if that attack hits, it deals an additional 1d4 fire damage.

Legendary Actions

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 Actions

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

A Cinderkin stands around 6 feet tall with mottled ash-gray skin and glowing ember-red eyes that flicker when they wield tribal magic. Clad in soot-stained leather armor and bearing scorch-marked spears, their braided black hair is threaded with smoldering bone beads, and faint tribal firebrands glow along their arms and chest.

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.

Monster Tags: Orchumanoid

Treasure:  Armaments

Skramble

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