Medium Undead (Cursed, Human, Spirit), Lawful Evil
Armor Class 18 Spectral Plate
Hit Points 127 (17d8 + 51)
Speed 30 ft., Fly 20 ft. Speed Type - Fly, Speed (ft.) - 20, Note - (hover)
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws STR +8, CON +12, WIS +9
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Gear Spectral Greatsword
Senses Darkvision Sense - Darkvision, Note - 60 ft. , Passive Perception 14
Languages Only languages it knew in life, but can only speak when ordered by the Mourning King
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Reactions

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.

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

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.

Monster Tags: undead

TheTobinator95652

Comments

Posts Quoted:
Reply
Clear All Quotes