AC
21
Natural Armor
Initiative
+7 (17)
HP
319
(7d10 + 21)
Speed
400 ft., Climb 300 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 29 | +9 | +9 |
| CON | 30 | +10 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 26 | +8 | +8 |
| CHA | 1 | −5 | −5 |
Vulnerabilities
Fire
Immunities
Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Darkvision 60 ft.; Passive Perception 19
Languages
None
CR
24 (XP 62,000; PB +7)
Traits
Reanimate. If the ash menace drops to 0 hit points, it will come back at full hit points 2 rounds later if a remove curse spell is not cast on it.
Spines. If the menace is hit by a Melee Attack Roll, the attacker takes (8d12+10) Piercing Damage.
Actions
Multiattack. The menace makes four Stab attacks and an Ash Missile attack if possible.
Stab. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (4d8 + 5) Piercing damage.
Ash Missile. Ranged Attack Roll: (Recharge 18-20) Reach 250 ft. Each creature within the 50 ft. Radius must make a DC 29 Dexterity saving throw or take (8d10+10) Force Damage, (8d10+10) Piercing Damage, (8d10+10) Slashing Damage, (8d10+10) Bludgeoning Damage, and (8d10+10) Fire Damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/15/2025 11:33:28 PM
|
1
|
1
|
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|
Coming Soon
|
Comments