Large Elemental, Neutral Evil
Armor Class 14
Hit Points 45 (5d8 + 5)
Speed 30 ft., Fly 30 ft.
STR
7 (-2)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws DEX +4
Skills Stealth +3
Damage Immunities Fire, Poison
Condition Immunities Petrified, Poisoned
Senses Blindsight, Darkvision 60 ft., Passive Perception 12
Languages Ignan, Primordial, Terran
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Death Burst. When the ashenbril dies, it explodes into a plume of smoke and embers. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting.(1/Day). The ashenbril can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Sunlight Sensitivity. At high noon while exposed to sunlight, the ashenbril has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight, and their movement speed is cut to 15 ft., 15 ft fly

Gut Bomb. When an ashenbril has finished a meal, they will detach their digestion sac. If a creature attempts to touch it, the sac will explode sending bits of fiery hot bone fragments and soot. Creatures within 30 feet take 2 (1d10) fire damage, 1 (1d10) piercing damage, 1 (1d10) force damage, are pushed back 10 ft, and must make a DC 10 Dexterity saving throw. On a failed save each creature becomes stunned.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6). The ashenbril exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Volcanic Bellow. The ashenbril inhales a large volume of soot and dirt, then flies high in the air and unleashes a bombardment of scorching earth. Each creature must make a DC 14 Dexterity saving throw, taking 2 (3d4) fire damage and 2 (1d4) thunder damage on a failed save, or half as much damage on a successful one.

Summon Ashenbrils. The ashenbril has a 25% chance of summoning 1d4 other ashenbrils. A summoned ashenbrilappearsin an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other ashenbrils. They remain for 1 hour, until it or its summoner dies.

 

Description

Ashenbrils make their homes nestled in the surrounding crater, billowing ash cloud, and river of magma of many volcanoes. These muscular serpentine ash and smoke elementals prey upon any that dare to step too close to their dens. Each ashenbril has has two sets of serrated hardened glass like teeth separated by two mouths with three eyes located evenly spaced on their jaw and a bent nose with smokey tendrils waving about located near the back of for the lack there of a skull. They also have two tendrils at either side that are solely used for "Smoke Scaling" or the art of climbing and swimming around large clouds of smoke. At the end of its body is a small dense sack of a crimson viscous fluid it uses as its digestive system. Once an ashenbril has absorbed all it can from its digested meal, it will often detach the sac and leave it near or around open passes through the volcanic region. Unfortunate travelers who happen across these sacs mistaken them for large deposits of precious metals and attempt to harvest them only to be over taken by a large explosion of ash and bone. Many succumb to their injuries leading to a slow painful end by the jaws of an ashenbril waiting for them to fall from heat exhaustion and blood loss.   

Habitat: Mountain

MoxVachina

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