The Emberwarden - AI-generated fantasy Monster

The Emberwarden

The Emberwarden was forged when the Sigil of the Emberdeep Forge was carved into the heart of a dying pyromancer and then set inside a body of rune-latticed iron. The result was a guardian that could neither abandon its post nor soften its duty. In time, the forge became its chapel and prison alike. It remembers every oath spoken near the anvil, every theft from the vault, and every trespass into the deep flames. Some say the Sigil is not merely a command mark but the last surviving name of the one who made it, still whispering instructions through the fire.

LargeConstruct(Construct)CR CR 9Lawful Neutral

The Emberwarden

fireconstructguardianbossforgesigillegendaryelemental
HP161AC18SPD30 ft., fly 20 ft. while in smoke, steam, or open flame, burrow 10 ft. through ash or slagCR9AthleticsIntimidationPerception
STR
18
DEX
12
save
CON
20
save
INT
10
WIS
12
save
CHA
12
Immutable Furnace. The emberwarden is immune to fire damage and to the poisoned condition.
Oathbound Core. The emberwarden has advantage on saving throws against being charmed, frightened, paralyzed, or stunned.
Living Forgefire. The emberwarden sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Its body counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Sigil Cleaver. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 17 () slashing damage plus 7 () fire damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Cinder Lance. Ranged Spell Attack: to hit, range 90 ft., one target. Hit: 18 () fire damage, and the target ignites until the start of the emberwarden's next turn. While ignited, the target takes 5 () fire damage at the start of each of its turns. A creature adjacent to the target can use an action to douse the flames.
Ashen Breath. The emberwarden exhales a storm of blazing ash in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 27 () fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also cannot take reactions until the start of its next turn.
Cinder Reprisal. When a creature the emberwarden can see hits it with a melee attack, the emberwarden forces the attacker to make a Dexterity saving throw. On a failed save, the attacker takes 7 () fire damage and catches ember-sparks that impose disadvantage on the next attack roll it makes before the end of its next turn.
Shielding Step. The emberwarden moves up to half its speed without provoking opportunity attacks, and until the end of the movement, the ground it leaves behind becomes searing slag. The first creature that enters that space before the start of the emberwarden's next turn takes 5 () fire damage.
Molten Burst (Costs 2 Actions). The emberwarden hurls a burst of molten shrapnel at one creature it can see within 60 feet. The target must make a Dexterity saving throw, taking 13 () fire damage on a failed save, or half as much damage on a successful one.
Heat Halo (Costs 3 Actions). The emberwarden unleashes a ring of crackling furnace flame. Each creature of its choice within 10 feet must succeed on a Constitution saving throw or take 10 () fire damage and be pushed 10 feet away.
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