| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 12 | +1 | +1 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 13 | +1 | +1 |
Ash-Fueled Rage.
When the Ashbearer drops below 50% hit points, its body ignites. It gains advantage on melee attack rolls, and its Blazeblade deals an additional 1d6 fire damage.
Ember Aura.
Any creature that starts its turn within 5 feet of the Ashbearer takes 5 fire damage.
Burning Vessel.
If the Ashbearer dies, it explodes in a 10-foot radius of smoke and flame. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 4d6 fire damage and be blinded until the end of their next turn.
Multiattack.
The Ashbearer makes two Blazeblade attacks.
Blazeblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 4) slashing damage plus 7 (2d6) fire damage.
Ashen Chains (Recharge 5–6).
The Ashbearer summons molten chains from the ground in a 15-foot cone. Each creature in the area must make a DC 15 Strength saving throw or be restrained in burning chains for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. While restrained, they take 1d10 fire damage at the start of their turn.
Smoldering Step.
The Ashbearer teleports up to 15 feet to an unoccupied space it can see, leaving a scorched circle behind. Creatures adjacent to its starting or ending space must succeed on a DC 14 Dexterity saving throw or take 1d6 fire damage.
Burn With Me.
When a creature within 5 feet hits the Ashbearer with a melee attack, the Ashbearer can force the attacker to make a DC 14 Constitution saving throw. On a failure, the attacker takes 2d6 fire damage and is ignited, taking 1d6 fire damage at the start of each of their turns for 1 minute (save ends at the end of each turn).
Description
Once proud warriors consumed by the flames of the Hollow Ember Cult’s rituals, Ashbearers are walking husks of charred bone and ember-clad flesh. Their bodies glow with internal fire, and every breath they exhale spills black smoke. Their eyes are hollow pits, and their armor has fused into their scorched skin. Ashbearers carry cursed weapons known as Blazeblades, which sear both body and soul. They march in silence, bearing the ash of a thousand sacrificial victims on their backs—literal urns fused into their armor that feed their unholy power.
Lair and Lair Actions
Cinderspire Effects
While within the Cinderspire, the following effects occur:
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Ember Winds. All fire damage within the spire is maximized during ritual combat rounds.
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Soul Drain. At the end of each long rest within the spire, non-cultists must succeed on a DC 14 WIS save or lose 1 hit die permanently (restored after a greater restoration).
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Ashborn Guardians. At DM’s discretion, 1d4 Pyrelings rise from the soot each hour if blood is spilled within the spire.
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Smoldering Echoes. Once per day, the spire itself can emit a wave of psychic heat—forcing all intruders to make a DC 16 CON save or take 4d10 psychic + 4d10 fire damage.
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