Entangling Roots, 2/day. The Ash Warden reaches into the earth, using its roots to impede its enemies. Grasping weeds and vines sprout from the ground in a 20 ft square starting from a point within 90 ft. For the duration, these plants turn the ground in the area into difficult terrain.
Up to three creatures you can see in the area when you cast the spell must succeed on a Strength saving throw (DC 15) or be restrained by the entangling plants for one minute. A creature restrained by the plants can use its action to make a Strength check (DC 15). On a success, it frees itself.
Multiattack. The Ash Warden can make two vine attacks.
Vine Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 + 4) force damage.
Absorb Energy. The Ash Warden can use its reaction to absorb arcane energy (fire, cold, lightning, poison, necrotic) in a 30ft radius around it. When you use this feature, select a number of creatures you can see and you can choose to halve the damage they take from a spell attack, instead taking the damage yourself. You can use this feature as long as you have hit points. When reduced to zero hit points, the remaining damage carries over to your normal form.
Description
Enter a general description for your monster here.
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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