Ash Woken

Large • Undead • Neutral Evil

Armor Class 14

Hit Points 90 (12d10 + 24)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
16 (+3)10 (+0)15 (+2)6 (-2)8 (-1)7 (-2)

Damage Vulnerabilties cold

Damage Resistances necrotic

Damage Immunities fire, poison

Condition Immunities paralyzed, poisoned

Senses darkvision 60 ft. (unimpeded by ash/smoke), passive Perception 9

Languages

CR 5 (XP 1,800; PB +3)

A dark swirling phantom made of black smoke and shadowy tendrils, its form barely solid.

Bloodied - Stoking the Fire. While bloodied, creatures in a 5-foot emanation originating from the ash woken gain vulnerability to fire damage unless they have resistance or immunity against that damage type.

Death Burst. The ash woken explodes when it dies. The area within a 20-foot emanation originating from the ash woken becomes heavily obscured by ash for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.

Unusual Nature. The ash woken doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The ash woken makes two Fiery Claw attacks.

Fiery Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 15 (2d10 + 3) fire damage.

Witness Their Last Moment (1/Day). Intelligence Saving Throw: DC 13, one creature within 5 feet of the ash woken that can see the ash woken. First Failure: The target becomes poisoned and repeats the save at the end of its next turn. Second Failure: The target becomes paralyzed and takes 2d6 fire damage at the start of each of its turns. The target repeats the save at the end of each of its next turns. Three Successes after First Failure: The effect ends.

REACTIONS

Seething Anguish (Recharge 6). Trigger: The ash woken takes damage from a creature within 60 feet that it can see. Response: The ash woken teleports to an unoccupied space within 5 feet of the attacker. It then makes a Fiery Claw attack or recharges and uses its Witness Their Last Moment against the attacker.

Ash Woken

Large • Undead • Neutral Evil

Armor Class 13

Hit Points 39 (6d10 + 6)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
14 (+2)10 (+0)13 (+1)6 (-2)8 (-1)7 (-2)

Damage Vulnerabilties cold

Damage Resistances necrotic

Damage Immunities fire, poison

Condition Immunities paralyzed, poisoned

Senses darkvision 60 ft. (unimpeded by ash/smoke), passive Perception 9

Languages

CR 2 (XP 450; PB +2)

A dark swirling phantom made of black smoke and shadowy tendrils, its form barely solid.

Bloodied - Stoking the Fire. While bloodied, creatures in a 5-foot emanation originating from the ash woken gain vulnerability to fire damage unless they have resistance or immunity against that damage type.

Death Burst. The ash woken explodes when it dies. The area within a 10-foot emanation originating from the ash woken becomes heavily obscured by ash for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.

Unusual Nature. The ash woken doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The ash woken makes two Fiery Claw attacks.

Fiery Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (1d10 + 2) fire damage.

Witness Their Last Moment (1/Day). Intelligence Saving Throw: DC 11, one creature within 5 feet of the ash woken that can see the ash woken. First Failure: The target becomes poisoned and repeats the save at the end of its next turn. Second Failure: The target becomes paralyzed and takes 1d6 fire damage at the start of each of its turns. The target repeats the save at the end of each of its next turns. Three Successes after First Failure: The effect ends.

REACTIONS

Seething Anguish (Recharge 6). Trigger: The ash woken takes damage from a creature within 30 feet that it can see. Response: The ash woken teleports to an unoccupied space within 5 feet of the attacker. It then makes a Fiery Claw attack or recharges and uses its Witness Their Last Moment against the attacker.

Ash Woken

Large • Undead • Neutral Evil

Armor Class 15

Hit Points 136 (16d10 + 48)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
18 (+4)10 (+0)17 (+3)6 (-2)8 (-1)7 (-2)

Damage Vulnerabilties cold

Damage Resistances necrotic

Damage Immunities fire, poison

Condition Immunities paralyzed, poisoned

Senses darkvision 60 ft. (unimpeded by ash/smoke), passive Perception 9

Languages

CR 9 (XP 5,000; PB +4)

A dark swirling phantom made of black smoke and shadowy tendrils, its form barely solid.

Bloodied - Stoking the Fire. While bloodied, creatures in a 5-foot emanation originating from the ash woken gain vulnerability to fire damage unless they have resistance or immunity against that damage type.

Death Burst. The ash woken explodes when it dies. The area within a 20-foot emanation originating from the ash woken becomes heavily obscured by ash for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.

Unusual Nature. The ash woken doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The ash woken makes two Fiery Claw attacks.

Fiery Claw. Melee Weapon Attack: +8, reach 5 ft. Hit: 20 (3d10 + 4) fire damage.

Witness Their Last Moment (1/Day). Intelligence Saving Throw: DC 15, one creature within 10 feet of the ash woken that can see the ash woken. First Failure: The target becomes poisoned and repeats the save at the end of its next turn. Second Failure: The target becomes paralyzed and takes 3d6 fire damage at the start of each of its turns. The target repeats the save at the end of each of its next turns. Three Successes after First Failure: The effect ends.

REACTIONS

Seething Anguish (Recharge 5-6). Trigger: The ash woken takes damage from a creature within 60 feet that it can see. Response: The ash woken teleports to an unoccupied space within 5 feet of the attacker. It then makes a Fiery Claw attack or recharges and uses its Witness Their Last Moment against the attacker.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.