DEATH BURST. When the Ash-wraith dies, it explodes in a burst of fire and ashes. Each creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) fire damage and be blinded until the end of its next turn. Flammable objects that aren’t being worn or carried in that area are ignited.
FLAME OF UDÛN. A creature that touches or hits the Ashwraith with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. ILLUMINATION. The Ash-wraith sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
FIERY TOUCH. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage.
Opportunity Attack
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 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.
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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