Medium Humanoid, Lawful Evil
AC 15 wyrmscale graft    Initiative +2 (12)
HP 78 (12d8 + 24)
Speed 30 ft.
Mod Save
STR 16 +3 +3
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 12 +1 +6
CHA 16 +3 +10
Skills Intimidation +5, Perception +3, Religion +3
Resistances Fire, Poison
Immunities Charmed, Frightened
Gear Longsword
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common, Draconic
CR 4 (XP 1,100; PB +2)
Traits

 

Marked by Wyrmfire. Once per short rest, the Ashbound can brand a target with wyrmfire. For 1 minute, the target sheds dim green light in a 10-foot radius and has disadvantage on saving throws against fear and charm effects from dragon-type creatures or Emerald Creed magic.

Voice of the Creed (1/day). The Ashbound channels Nym’s doctrine. Each creature of the Ashbound’s choice within 30 feet that can hear it must succeed on a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature regards Nym as a divine figure and cannot willingly attack Ashbound or Creed members.

Fanatical Endurance. When reduced to 0 hit points, the Ashbound can make a DC 15 Constitution saving throw. On a success, it drops to 1 hit point instead and gains resistance to all damage until the end of its next turn.

Tactics & Flavor. Ashbound patrol the borders of the Dark Shrine and enforce the Emerald Creed’s doctrine in occupied cities. Their presence is marked by green flame sigils and whispered sermons. They often travel in pairs or trios, accompanied by a Verdant of the Creed.

 

Actions

Multiattack. Ashbrand Blade

 Ashbrand Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, +4 (1d8) fire damage. If the targer is a creature, it must succeed on a DC13 Constitution saving throw or be marked by wyrmfire. 

 

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

These creatures are former mortals twisted by wyrmfire and indoctrination, now serving as enforcers of the Wyrm Emperor’s will. Ashbound patrol the borders of the Dark Shrine and enforce the Emerald Creed’s doctrine in occupied cities. Their presence is marked by green flame sigils and whispered sermons. They often travel in pairs or trios, accompanied by a Verdant of the Creed.

 

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.

Gabe0610

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