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Ashen Hierophant - AI-generated fantasy Monster

Ashen Hierophant

The Olympian Chambers were built by a priesthood that believed every death could be refined into divine power. Fourteen bowls were created to hold ash from fourteen kinds of ending: martyrdom, plague, war, childbirth, betrayal, old age, immolation, drowning, sacrifice, madness, exile, famine, execution, and oblivion. The Ashen Hierophant guards the bowls because together they form a key. The heartbeat beneath the floor belongs to an imprisoned primordial called the First Furnace, which dreams of becoming a god.

LargeUndead(undead)CR CR 18, legendary boss encounterLawful evil

Ashen Hierophant

bossundeadspellcastershrine guardianfireashmythic dungeonlegendary creature
HP285AC+12SPD30 ft., climb 30 ft.CR18 (20,000 XP)ArcanaHistoryInsightPerceptionReligion
STR
22
DEX
14
CON
20
save
INT
18
save
WIS
20
save
CHA
22
save
Magic Resistance. The hierophant has advantage on saving throws against spells and other magical effects.
Legendary Resistance. If the hierophant fails a saving throw, it can choose to succeed instead. It can use this trait three times per day.
Ashen Undeath. The hierophant does not need to eat, drink, breathe, or sleep.
Body of Sacred Ash. The hierophant can move through a space as narrow as 1 inch wide without squeezing. It can also move through ash, dust, and loose rubble without treating them as difficult terrain.
Harvest the Fallen. Whenever a creature within 30 feet of the shrine drops to 0 hit points, the hierophant gains 15 temporary hit points and one unused bowl of ash glows until the end of the next round.
Unhallowed Authority. The hierophant has advantage on saving throws against being turned. If it would be turned, it can ignore the effect by expending one use of Legendary Resistance.
Magic Weapons. The hierophant's spell attacks are magical. Its weapon attacks deal magical damage.
Multiattack. The hierophant makes three Ashen Crozier attacks, or it makes two Ashen Crozier attacks and uses Cinder Command.
Ashen Crozier. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () bludgeoning damage plus 13 () fire damage. If the target is concentrating on a spell, it has disadvantage on the Constitution saving throw made to maintain concentration.
Fourteenfold Cinder. The hierophant exhales a storm of sacred ash in a 60-foot cone. Each creature in that area must make a Constitution saving throw, taking 45 () fire and necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded until the end of its next turn. The area remains lightly obscured until the start of the hierophant's next turn.
Cinder Command. The hierophant chooses one creature it can see within 90 feet. The target must succeed on a Wisdom saving throw or become cursed by sacred ash for 1 minute. While cursed, the creature takes 10 () fire damage at the start of each of its turns and cannot regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Invoke the Sacred Bowls. The hierophant targets one bowl of ash within the chamber and invokes its power. The effect depends on the bowl chosen. Blood ash: one creature within 60 feet must succeed on a Constitution saving throw or take 27 () necrotic damage and be restrained by hardened ash until the end of its next turn. Bone ash: the hierophant gains 25 temporary hit points and can immediately move up to half its speed without provoking opportunity attacks. Ember ash: a 20-foot-radius sphere centered on a point within 90 feet erupts in flame. Creatures in the sphere make a Dexterity saving throw, taking 28 () fire damage on a failed save, or half as much on a success. Memory ash: one creature within 60 feet must succeed on a Intelligence saving throw or be incapacitated until the end of its next turn. The hierophant can use this action only once per turn and can invoke each bowl only once per day.
Open the Heart Below. The hierophant opens a fissure beneath itself or at a point it can see within 60 feet. The fissure is a 10-foot-radius, 30-foot-deep hole filled with smoldering ash. Each creature in the area must succeed on a Dexterity saving throw or fall into the fissure, taking 10 () bludgeoning damage and 18 () fire damage. A creature that succeeds moves to the nearest unoccupied space. The fissure closes at the start of the hierophant's next turn.
Ashen Intercession. When the hierophant is hit by an attack, it reduces the damage by 18 (), then teleports to an unoccupied space within 15 feet of the shrine. The hierophant can use this reaction three times per day.
Ashen Step. The hierophant moves up to half its speed without provoking opportunity attacks. Each creature it passes within 5 feet of takes 5 () fire damage.
Scatter Ash. The hierophant targets one creature it can see within 60 feet. The target must succeed on a Dexterity saving throw or be lightly obscured by clinging ash until the end of its next turn. While obscured in this way, it cannot take reactions.
Crozier Strike (Costs 2 Actions). The hierophant makes one Ashen Crozier attack.
Bowl of Judgment (Costs 2 Actions). One unused bowl of ash flares. The hierophant uses Invoke the Sacred Bowls without expending its action, but it cannot choose the same bowl twice in the same round.
Heartbeat Surge (Costs 3 Actions). The hierophant causes the floor to pulse like a heartbeat. Each creature of its choice within 30 feet of the shrine must succeed on a Strength saving throw or be knocked prone and pulled up to 15 feet toward the shrine.
Cantrips
CantripsVarious The hierophant can cast detect magic, thaumaturgy, and toll the dead at will.
1st level
Prepared spellsVarious The hierophant can cast command, detect thoughts, hellish rebuke, and shield.
2nd level
Prepared spellsVarious The hierophant can cast blindness/deafness, hold person, scorching ray, and spiritual weapon.
3rd level
Prepared spellsVarious The hierophant can cast counterspell, dispel magic, fireball, and spirit guardians.
4th level
Prepared spellsVarious The hierophant can cast blight, divination, fire shield, and wall of fire.
5th level
Prepared spellsVarious The hierophant can cast flame strike, hold monster, and scrying.
6th level
Prepared spellsVarious The hierophant can cast circle of death and disintegrate.
7th level
Prepared spellsVarious The hierophant can cast fire storm and symbol.
8th level
Prepared spellsVarious The hierophant can cast dominate monster and incendiary cloud.
9th level
Prepared spellConjuration The hierophant can cast gate, but only to summon or awaken the First Furnace beneath the Olympian Chambers.
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