Medium Undead, Chaotic Evil
Armor Class 15 natural
Hit Points 110 (110d8)
Speed 30 ft., Climb 20 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +7, WIS +4
Damage Resistances Bludgeoning and Piercing from nonmagical attacks; Bludgeoning and Slashing from nonmagical attacks, Bludgeoning, Fire
Condition Immunities Exhaustion, Poisoned
Senses Darkvision, Passive Perception 14
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Traits

Ashen Rebirth (Recharge 5–6)

When the Ash Woken is reduced to 0 hit points, it collapses into ash instead of dying. At the start of its next turn, it reforms with 40 hit points unless the ashes have been doused with water, subjected to radiant damage, or consecrated (such as by holy water or hallow).


Smoldering Body

A creature that hits the Ash Woken with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.


Cinder Regeneration

The Ash Woken regains 10 hit points at the start of its turn if it has at least 1 hit point and is in dim light, darkness, or within 10 feet of an open flame.

This trait doesn’t function if the Ash Woken took radiant damage since the end of its last turn.


Ashen Aura

A 10-foot radius of drifting ash surrounds the Ash Woken. The area is lightly obscured. Creatures other than undead have disadvantage on Wisdom (Perception) checks that rely on sight while within the aura.

Actions

Multiattack

The Ash Woken makes two Cinder Claw attacks.


Cinder Claw

Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) fire damage


Ash Breath (Recharge 5–6)

The Ash Woken exhales burning ash in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw.

  • On a failed save: 28 (8d6) fire damage and blinded until the end of its next turn
  • On a success: Half damage and not blinded
Bonus Actions

Scatter Form (Recharge 4–6)

The Ash Woken disperses into ash and teleports up to 30 feet to an unoccupied space it can see. Each creature within 5 feet of the space it left must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) fire damage.

Reactions

Reactions

Ember Lash

When a creature leaves the Ash Woken’s reach, it makes one attack:

Melee Weapon Attack: +6 to hit
Hit: 8 (1d8 + 3) fire damage

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

Enter a general description for your monster here.

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.

Mugenross

Comments

Posts Quoted:
Reply
Clear All Quotes