Commander of Ash
Ash Walkers within 30 feet gain:
- +2 damage on weapon attacks
- Advantage on saving throws against being frightened
Undying Commander
The first time the Captain drops to 0 hit points, it instead drops to 40 hit points.
Immediately after, it uses Ash Storm (if available) without spending an action.
Aura of Dread
Enemies that start their turn within 10 feet of the Captain must succeed on a DC 15 Wisdom saving throw or have disadvantage on the first attack roll they make that turn.
Hollow King's Blessing
Whenever the Captain deals necrotic damage, it gains 10 temporary hit points (maximum 20).
Multiattack
The Captain makes three Ash Greatsword attacks.
Ash Greatsword
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit:
- 2d6 + 5 slashing damage
- 2d6 necrotic damage
Ash Storm (Recharge 5–6)
The Captain releases a storm of burning ash in a 20-foot-radius sphere centered on itself.
Each creature in the area must make a DC 15 Constitution saving throw.
- Failure: 6d6 necrotic damage and blinded until the end of its next turn.
- Success: Half damage and not blinded.
Command the Fallen (Recharge 4–6)
Up to three Ash Walkers within 60 feet may each:
- Move up to half their speed.
- Make one Ash Blade attack.
Rally the Dead
One undead creature within 30 feet gains:
- 15 temporary hit points
- Advantage on its next attack roll
Ashen Advance
The Captain moves up to half its speed without provoking opportunity attacks.
Death Swing
When a creature within 5 feet hits the Captain with a melee attack, the Captain makes one Ash Greatsword attack against that creature.
Shield of Ash (3/Day)
When the Captain takes damage, it reduces that damage by 1d10 + 6.
Ashen Step (Costs 1 Action)
The Captain moves up to 20 feet without provoking opportunity attacks.
Use this to reposition, close the distance to ranged characters, or escape being surrounded.
Greatsword Strike (Costs 1 Action)
The Captain makes one Ash Greatsword attack.
Command the Fallen (Costs 1 Action)
One Ash Walker within 60 feet can immediately:
- Move up to half its speed.
- Make one Ash Blade attack.
Smoldering Burst (Costs 2 Actions)
The Captain slams its weapon into the ground, releasing burning ash.
Each creature within 10 feet must make a DC 15 Dexterity saving throw.
- Failure: 2d8 fire damage + 2d8 necrotic damage.
- Success: Half damage.
Call of the Hollow King (Costs 2 Actions, Once Per Battle)
The Captain channels the Hollow King's power.
Choose one effect:
- One defeated Ash Walker within 30 feet rises with 20 hit points.
- OR two living Ash Walkers each regain 15 hit points.
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.
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