Medium Humanoid (Druid), Chaotic Evil
AC 16 (Charred barkskin + ash ward)    Initiative +3 (13)
HP 136 (16d8 + 64)
Speed 30 ft.
Mod Save
STR 16 +3 +3
DEX 16 +3 +3
CON 18 +4 +8
Mod Save
INT 14 +2 +2
WIS 18 +4 +8
CHA 16 +3 +7
Skills Medicine +9, Nature +5, Perception +9
Resistances Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Charmed, Poisoned
Senses Darkvision 60 ft; Passive Perception 17
Languages Common, Druidic plus any two languages, Elvish, Sylvan
CR 9 (XP 5,000; PB +4)
Traits

Firbolg Magic (Corrupted). Ashkeeper can cast Detect Magic and Disguise Self at will.

Nature’s Betrayal. Beasts and plants summoned by Ashkeeper appear as charred husks; when they die, they explode in ash (each creature within 5 ft. makes DC 15 Con save or is blinded until start of next turn).

Legendary Resistance (2/Day). If Ashkeeper fails a saving throw, he can choose to succeed instead.

Blightfire Wounds. Any creature hit by his fire or necrotic spells cannot regain HP until the start of Ashkeeper’s next turn.

Actions

Ashen Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+3) bludgeoning + 9 (2d8) fire damage.

Ashen Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) bludgeoning damage plus 9 (2d8) fire damage.

Blightfire Burst (Recharge 5–6). Ashkeeper slams his staff into the ground. Each creature of his choice within 15 ft. must make a DC 16 Con save, taking 21 (6d6) necrotic damage on a fail, half on success.

Spellcasting. Ashkeeper is a 9th-level spellcaster. His spellcasting ability is Wisdom (save DC 16, +8 to hit). He has the following prepared:

At will: Produce Flame, Entangle, Disguise Self

1st (4 slots): Cure WoundsThunderwave
2nd (3 slots): Flaming SphereHeat Metal
3rd (3 slots): BlightCounterspell
4th (3 slots): Wall of FireIce Storm
5th (1 slot): Insect Plague

Bonus Actions

Ashen Summons (Recharge 6). Ashkeeper summons 1d4 Blighted Wolves (use Wolf stat block with +2 hp and damage type necrotic).

Change Shape (2/Day). Ashkeeper magically transforms into a Beast or an Elemental with a challenge rating of 3 or less and can remain in that form for up to 4 hours. Ashkeeper can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action.

While in a new form, Ashkeeper's stat block is replaced by the stat block of that form, except he keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action.

The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Reactions

Withering Rebuke (3/Day). When struck by a melee attack, Ashkeeper deals 7 (2d6) necrotic damage to the attacker as ash lashes out.

Habitat: ForestMountainSwampUnderwater

bjawesomEROX

Comments

Posts Quoted:
Reply
Clear All Quotes