Small Elemental, Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR
6 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws DEX +4
Damage Immunities Fire
Condition Immunities Charmed
Senses Darkvision 60 ft, passive, Passive Perception 10
Languages Primordial Understands but cannot speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

 

Ember Body. A creature that touches the Ashling or hits it with a melee attack while within 5 ft takes 1 fire damage.

Smouldering Death. When the Ashling dies, it explodes in a 5 ft burst of ash and sparks. Creatures in the area must succeed on a DC 11 DEX saving throw or take 1d6 fire damage and be lightly obscured by choking ash until the end of their next turn.

Actions

 

Ember Pounce. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. 

Hit: 1d4 + 2 fire damage. The target must succeed on a DC 11 DEX saving throw or begin burning. A burning creature takes 1d4 fire damage at the start of each of its turns. The effect ends if the creature or an ally uses an action to extinguish the flames.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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

Ashling Whelps are mischievous, ember-flickering elementals born of cursed flame or magical catastrophe. Often found in scorched ruins or near unstable fire sources, they prowl with a flickering curiosity and explosive temperament. Though weak individually, they pose real danger in swarms or ambushes--especially near flammable terrain. Their bodies glow faintly with internal sparks, giving off subtle illumination even in darkness.

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.

spencermooth

Comments

Posts Quoted:
Reply
Clear All Quotes