| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 10 | +0 | +0 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Draconic Endurance.
When reduced to 0 HP, the brute can make a DC 12 Constitution saving throw. On a success, it instead drops to 1 HP and erupts in flame (see Ash Burst). Once per long rest.
Unrelenting Bulk.
The Ashbound Brute has advantage on Strength checks and saving throws against being pushed, pulled, or knocked prone.
Ash Burst (Death Trigger).
When the brute dies (or uses Draconic Endurance), it explodes in a 10-foot radius cloud of burning ash.
Each creature in that area must succeed on a DC 13 Dexterity saving throw or take 2d6 fire damage and be blinded until the end of their next turn. Half damage on success, no blindness.
Multiattack.
The brute makes two Slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 bludgeoning damage.
Seizing Grasp (Recharge 5–6).
The brute grabs a creature within 5 feet. The target must make a DC 13 Strength saving throw or be grappled (escape DC 13) and restrained until the end of its next turn. While grappled, the brute has advantage on Slam attacks against the target.
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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