Ashborn Oath
The Ashborn Guard cannot be truly destroyed unless slain in the exact manner they died in life (DM’s choice). If not, it reforms 1d8 days later at the Mourning King's side.
Spectral Body
The Ashborn Guard can move through creatures and objects as if they were difficult terrain. If it ends its turn inside a creature, it takes 5 (1d10) force damage and is ejected to the nearest unoccupied space.
Loyal to the Throne
While within 120 feet of the Mourning King or one of his relics, the Ashborn Guard has advantage on saving throws against magic and gains 10 temporary HP at the start of its turn.
Multiattack
The Ashborn Guard makes two attacks with its spectral greatsword.
Spectral Greatsword
+7 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) slashing damage + 9 (2d8) necrotic damage.
Martyr's Intercession
When a creature within 5 feet is hit by an attack, the Ashborn Guard may switch places with that creature, becoming the new target. The Ashborn takes half damage from that attack.
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 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
Clad in blackened gold and wreathed in drifting ash, the knight stands motionless—yet not still. Its armor floats a hand’s width from its hollow form, plates shifting with the whisper of ancient oaths. A tattered imperial banner trails from its shoulder, flickering like flame with no wind. Behind its visor is no face—only darkness, and within that darkness, eyes that weep embers.
When it steps forward, it does not walk. It glides. The air grows colder, but the ground beneath it scorches—dust and bone curling to cinders. And though it makes no sound, your bones know: this thing has died for a crown, and will gladly do so again.
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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