Medium Undead, Neutral Evil
AC 16 Ash-Hardened Armor    Initiative +2 (12)
HP 68 (8d8 + 32)
Speed
Mod Save
STR 18 +4 +6
DEX 14 +2 +2
CON 18 +4 +13
Mod Save
INT 6 −2 −2
WIS 10 +0 +5
CHA 6 −2 −2
Skills Athletics +17
Resistances Necrotic, Poison
Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 10
Languages Common
CR 3 (XP 700; PB +2)
Traits

Ashen Body

When reduced to 0 HP, the Ash Walker explodes.

Creatures within 10 feet make a DC 14 Constitution Save.

Failure:

  • 3d6 Necrotic Damage
  • Disadvantage on next attack roll

Success:

  • Half damage

 

Undying Resolve

The first time the Ash Walker reaches 0 HP, it instead drops to 1 HP.

This can only happen once.


Hollow King's Blessing

Whenever the Ash Walker deals necrotic damage, it gains 5 temporary HP.

Actions

Multiattack

The Ash Walker makes two Ash Blade attacks.


Ash Blade

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit:

  • 1d10 + 4 slashing damage
  • 2d6 necrotic damage

Grasp of Ash (Recharge 5–6)

One creature within 10 feet must make a DC 15 Constitution saving throw.

On a failed save:

  • Takes 4d6 necrotic damage
  • Speed becomes 0 until the end of its next turn

On a success:

  • Half damage
  • No speed reduction
Bonus Actions

Ashen Rush

Moves up to half speed without provoking opportunity attacks.

Reactions

Ashen Counter

When a creature within 5 feet misses the Ash Walker with a melee attack, the Ash Walker makes one Ash Blade attack against that creature.

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

Appearance

  • Burned armor fused to flesh
  • Orange cracks glowing through skin
  • Smoke constantly drifting from its body
  • Eyes burning like embers

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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