THE SHARED REFERENCE Adventurer

Monster

Ember

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Official reference · MCV2DC · 2014

Creature type
Dragon
Size
Huge
Armor class
20 (special equipment)
Hit points
270 (20d12 + 140)
Speed
Walk 40 ft., Climb 40 ft., Fly 80 ft.
Challenge rating
22
Alignment
Chaotic Evil
Strength
28
Dexterity
10
Constitution
25
Intelligence
17
Wisdom
14
Charisma
22
Passive Perception
26
Saving Throws
dex: +7; con: +14; wis: +9; cha: +13
Skills
perception: +16; religion: +10; stealth: +14
Senses
blindsight 60 ft., darkvision 120 ft.
Languages
Abyssal, Common, Draconic
Immunities
fire

Traits

Calescent Aura

At the start of Ember's turn, Ember can force any number of creatures of his choice within 10 feet of himself to make a DC 22 Constitution saving throw. On a failed save, a creature takes 7 (2d6) fire damage and is frightened of Ember until the start of its next turn.

Legendary Resistance (5/Day)

If Ember fails a saving throw, he can choose to succeed instead.

Special Equipment

In battle, Ember dons magical plate armor custom-forged for his use. While wearing the armor, Ember adds his Charisma modifier to his weapon damage rolls (included in the attack descriptions), and his AC can't be lower than 20.

Actions

Multiattack

Ember makes one Bite attack and two Claw attacks.

Bite

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (2d10 + 15) piercing damage plus 13 (2d6 + 6) fire damage.

Claw

Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 15) slashing damage.

Firestorm Breath (Recharge 5–6)

Ember exhales roiling flames and ash in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 56 (16d6) fire damage and is pushed up to 30 feet away from Ember and knocked prone. On a successful save, a creature takes half as much damage with no other effects. If a creature is reduced to 0 hit points by this effect, the creature immediately dies, and its body is reduced to ash.

Bonus actions

Alter Shape

Ember magically transforms into a vulture or a mage and retains his alignment, damage immunities, hit points, and Hit Dice, as well as his Intelligence, Wisdom, and Charisma scores. This transformation ends if Ember is reduced to 0 hit points or if he uses another bonus action to end it.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Pursuit

Ember moves up to 40 feet in a straight line toward one creature he can see. This movement ignores opportunity attacks.

Searing Bite (Costs 2 Actions)

Ember makes one Bite attack. If the attack hits, it deals an additional 7 (2d6) fire damage.

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