User:Rlyehable/Sandbox/7

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User Creation
Source: Rlyehable
Date Created: 2021-07-19
Status: 1st Draft


Asher [1]
Medium Undead , Neutral Evil
Armor Class: 14 (natural armor)
Hit Points: 58 (10d8+20)
Speed: 30 ft.
Str Dex Con Int Wis Cha
12 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
Saving Throws: Dex +6, Wis +3
Skills: Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunity: acid, fire, necrotic, poison
Condition Immune: charmed, exhaustion, frightened, grappled, paralyzed, poisoned
Senses: darkvision 60 ft., passive perception 10
Languages: the languages it knew in life
Challenge: 7 (2,900 xp)Proficiency Bonus (PB): +3

Features

Amorphous. The undead can move through a space as narrow as 1 inch wide without squeezing.

The Slow Burn. A target cursed with The Slow Burn can’t regain hit points or hit dice from resting or spending hit dice. Its flesh slowly burns and turns to ash, losing 10 (3d6) hit points every 24 hours that elapse.

The curse lasts until removed by the remove curse or greater restoration spell cast using a 7th level spell slot or higher.

If reduced to 0 hit points, the cursed creature dies, and its body turns to ash. Each day, at nightfall for one week, there is a 5 percent chance (1 on a d20) that the target that has died will return as an undead Asher.

Fiends are immune to The Slow Burn.

Turn Resistance. An asher has advantage on saving throws against any effect that turns undead.

Hard to Destroy.

Actions

Multiattack. The undead may make two attacks with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with The Slow Burn.

Burning Ash Cloud (Recharge 6). The undead can disassemble itself into a cloud of burning ash in a 30 ft. radius, seeping around obstructions and through openings as small as 1 inch. Any creature in the cloud must make a DC 14 Constitution saving throw or take 10 (3d6) fire and 10 (3d6) acid damage and be cursed with The Slow Burn. Creatures that succeed on the save take half [2] damage and are not cursed from this attack. Objects in the cloud, that are not worn or carried, automatically fail the save and take the fire and acid damage.

The asher is immune to any damage until it reassembles at the start of its next turn. While in cloud form it may fly 20 feet and/or hover.

The cloud heavily obscures creatures and objects in the cloud and on the far side of the cloud.



An asher is an undead creature made from the loosely-packed ashes of a cremated corpse or a creature that died while under the curse of The Slow Burn. It is ash, magically held together, and takes the rough form of a humanoid. It may disassemble itself to squeeze through Tiny spaces or to make a special attack. Because it is composed of ash, physical weapons, fire and acid have little to no effect on it.

When in humanoid form it appears as a burnt corpse, with the edges of the ash glowing slightly as if it were embers. This glow can increase or decrease at the asher's desire.

Hard to Destroy

To completely destroy an asher, it must first be reduced to 0 hit points. Its ashes must be gathered. A remove curse spell must be cast on the ashes each day at sundown for a week. Only then will the asher be completely destroyed. Otherwise, it will rise, restored to full hit points, in 1-4 weeks.

Hatred

An asher exists only to spread the curse. Since it is hard to destroy, it attacks relentlessly. However, it is far from mindless, using intelligence, stealth, and the environment to maximize its choices. It never makes deals with living creatures unless, as part of the deal, it may curse the living creature with The Slow Burn. An asher never makes deals with fiends.

Scarring

The Slow Burn causes burn scars that are not removed by magic short of a wish spell. However, illusion magic may hide the scars. If the creature changes shape (shapechange, polymorph, wild shape, etc.) the scars follow to the new form.

Sources and Notes

  1. user:Rlyehable. Created:2021-07-19. Licensed: CC-BY-SA.
  2. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.

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