Fire Immunity. Ashira is immune to fire damage and the effects of fire related spells
Caladria's Circlet. This woven obsidian circlet bears two emeralds inlaid into its forehead. A creature wearing this circlet may direct the effort of concentrating on a spell into one of the embedded emeralds, allowing its wearer to concentrate on up to three spells. When rolling concentration checks, failing by 3 or more causes two held spells to concentrate, failing by 6 or more causes all three to fail.
Spellcasting. Ashira the Witch of Wicked Flame is a 12th level spellcaster. Her spellcasting ability is [Intelligence] (spell save DC 19, +11 to hit with spell attacks). Ashira, the Witch of Wicked Flame has following spells prepared:
Cantrips (at will): [Fire Bolt], [Mind Sliver], [Chill Touch]
1st level (4 slots): [Burning Hands], [Command], [Silvery Barbs], [Witch Bolt]
2nd Level (3 Slots): [Fog Cloud], [Mind Spike], [Scorching Ray], [Wither and Bloom]
3rd Level (3 Slots): [Fire Ball], [Haste], [Counterspell], [Hypnotic Pattern]
4th Level (3 Slots): [Fire Shield], [Raulothim's Psychic Lance], [Sickening Radience]
5th Level (2 Slots): [Yolande's Regal Prescence], [Modify Memory], [Synaptic Static]
6th Level (2 Slots): [Mass Suggestion], [Disintegrate]
During her attack action Ashira may make 3 melee magic attacks, cast a spell, or use her recharge ability.
Doll Conflagration. (Recharge 5-6) Ashira uses the souls she has acquired through tribute or combat to animate 1d8 dolls to assist her in battle. The type of dolls created are determined by a d4 rolled by the players.
Blazing Palm. Melee Magic Attack: +11 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) [Fire] damage. On a hit, target rolls a dc 16 wisdom saving throw. On a fail, the creature struck is ignited by Wretched Flame. At the end of each of the creatures turns they can reattempt the saving throw. While lit, the creature looses 1 wisdom point per round until either succeeding their Wisdom save or using an action to extinguish the flames by submerging themselves in water.
Fire Step. As a bonus action, the witch may teleport to an unoccupied burning area within 60 feet.
Attack of Opportunity. As a reaction, when a creature leaves Ashira's effective area she may cast a single target spell or make a melee attack on that creature.
Flame Eruption (Costs 3 Actions). Ashira causes columns of Wretched Flame to erupt from the floor of her home in a 10'x10' area. Characters in the area must make a DC 19 dexterity saving throw or take 6d6 fire damage.
Wretched Crown (2 Actions). A crown of multicolor flames ignites on a character, wisdom save dc 19. On a fail, the character uses its reaction and next turn to attack their nearest ally
Needled Languor (1 Action). Ashira targets one character, that character makes a constitution saving throw dc 19. On a fail, Opalescent Needles pierce the extremities of the character, making its speed for it's next turn 0.
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
Enter a general description for your monster here.
Lair and Lair Actions
A repurposed, long abandoned temple to the Raven Queen. The echoing hall centers around an alter, disfigured and perverted with effigies of broken wings and burning feathers gathered around a massive black opal set into silver legs. Energy swirls into the chamber from every window and door in a chill wind, gathering to a focal point at the pinnacle of the opals height. Occasional pulses of energy flow from it down the legs and into the altar, for unknown purposes.
Lair Actions
On initiative count 20 (losing initiative ties), the [Ashira] takes a lair action to cause one of the following effects; [Ashira] can’t use the same effect two rounds in a row:
- Negative energy pulse, creatures that fail a dc 15 wisdom saving throw take 4d8 psychic damage.
- Wretched Leash, creatures in the main hall of the Temple must make a dc 15 dexterity saving throw or become tethered to the Opal. While tethered, the creature looses 1d4 points of wisdom at the end of its next turn, after which the tether detaches itself. To remove the tether the creature must make a dc 15 strength saving throw.
Regional Effects
The region containing a legendary [Ashira]’s lair is [under the effects off the Soul Siphon Altar], which creates one or more of the following effects:
- Creatures that lose their will or die within the Illis Swamp have their soul absorbed by the opal, and cannot be .
- Enter a regional effect description.
If the Altar is destroyed(HP 45, damage threshold 15, immune to non magical slashing and piercing, resistant to non magical bludgeoning), these effects end instantly
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