Ashen Marshal - AI-generated fantasy Monster

Ashen Marshal

The first Ashen Marshals served an empire that believed peace could only be achieved through perfect military control. When that empire fell, its commanders sealed their battle doctrine into enchanted armor and waited for new wars. Each marshal claims to be restoring order, but every victory feeds the armor's hunger for greater conflict.

MediumHumanoid(Any humanoid)CR Challenge 12, Deadlylawful neutral

Ashen Marshal

HumanoidEliteCommanderFireMartialVillainLegendary
HP210AC+9SPD30 ft.CRChallenge 12, DeadlyAthleticsInsightIntimidationPerceptionSurvival
STR
20
save
DEX
16
CON
22
save
INT
14
WIS
16
save
CHA
20
save
Ashen Discipline. The marshal has advantage on saving throws against being charmed, frightened, stunned, or knocked prone.
Battlefield Presence. The marshal has advantage on initiative rolls. Allied creatures within 30 feet of it cannot be surprised while the marshal is conscious.
Cinder Sight. The marshal can move through nonmagical smoke, ash, and fire without penalty. It can see normally through smoke and ash created by its own abilities.
Legendary Resistance. If the marshal fails a saving throw, it can choose to succeed instead. It can use this trait three times per day.
Victory Through Ash. The marshal's weapon attacks are magical. When it reduces a creature to 0 hit points, it can immediately move up to half its speed and make one Cinder Bolt attack.
Multiattack. The Ashen Marshal makes three attacks, using Ashen Glaive or Cinder Bolt in any combination.
Ashen Glaive. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () slashing damage plus 7 () fire damage. If the target is Large or smaller, the marshal can push it up to 10 feet.
Cinder Bolt. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 18 () fire damage, and the target cannot benefit from invisibility until the end of the marshal's next turn.
Ashfall Command (Recharge 5-6). The marshal strikes the ground, creating a 20-foot-radius burst of burning ash centered on a point it can see within 90 feet. Each creature in the area must make a Dexterity saving throw, taking 31 () fire damage on a failed save, or half as much damage on a successful one. The area becomes lightly obscured until the end of the marshal's next turn.
Rally the Fallen (Recharge 4-6). The marshal chooses up to three allied creatures within 60 feet that can hear it. Each target can immediately move up to half its speed without provoking opportunity attacks and gains 10 temporary hit points.
Glaive Guard. When a creature the marshal can see within 10 feet is hit by an attack, the marshal imposes disadvantage on the attack roll by interposing its glaive. If the attack still hits, the marshal takes half the damage instead.
Exploit Disorder. When a creature within 60 feet fails a saving throw against being frightened or charmed, the marshal can allow one allied creature within 30 feet of that creature to move up to its speed without provoking opportunity attacks.
Tactical Advance. The marshal moves up to half its speed without provoking opportunity attacks.
Ember Shot. The marshal makes one Cinder Bolt attack.
Break Their Line (Costs 2 Actions). One creature within 60 feet that can hear the marshal must succeed on a Wisdom saving throw or be frightened until the end of its next turn. A frightened creature can repeat the save at the end of its turn, ending the effect on itself on a success.
Burning Counteroffensive (Costs 3 Actions). The marshal uses Ashfall Command, if available, or makes two Ashen Glaive attacks.
Cantrips
ThaumaturgyTransmutation The marshal can cast this spell without material components, using Charisma as its spellcasting ability.
1st level
CommandEnchantment The marshal can cast this spell three times per day, using Charisma as its spellcasting ability.
2nd level
Warding BondAbjuration The marshal can cast this spell once per day, using Charisma as its spellcasting ability.
3rd level
FearIllusion The marshal can cast this spell once per day, using Charisma as its spellcasting ability.
4th level
CompulsionEnchantment The marshal can cast this spell once per day, using Charisma as its spellcasting ability.
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