are the ash titans: huge bipedal creatures of earth and fire that sear the very ground beneath their feet. These elementals are extremely rare, as their development period is exceptionally long, and they seldom emerge from the earth before they are fully grown. Once they do, a fully-matured ash titan wreaks havoc among any civilization that lies in its path, levelling towns or even kingdoms unfortunate enough to be near its place of emergence. An ash titan of sufficient age will reproduce by "budding" itself, creating much smaller creatures which flee and immediately seek a warm place underground to hide until they are old enough to emerge themselves.
abyss, even after they all have died, their keep lying in ruin. So extreme was their zeal to root out all traces of the abyss, that they were known to torch villages suspected of harboring tainted individuals. Even those of their own ranks weren't above suspicion, as more than once, one group of Abyss Watchers would turn on another, accusing them of secretly working against their cause. ___ ___ > ## Abyss Watch Commander >*Medium undead, lawful evil* >___ >**Armor Class** 16 (studded leather) >**Hit Points** 67 (9d8 + 27) >**Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|15 (+2)|18 (+4)|16 (+3)|10 (+0)|13 (+1)|13 (+1)| >___ >**Saving Throws** Str +5, Dex +7 >**Skills** Acrobatics +7, Athletics +5, Perception +4 >**Damage Resistances** fire, necrotic >**Damage Immunities** poison >**Condition Immunities** charmed, exhaustion, frightened, poisoned >**Senses** darkvision 120 ft., passive Perception 14 >**Languages** understands the languages it knew in life but can’t speak >**Challenge** 8 (3,900 XP) >___ > >***Pack Tactics.*** The abyss watcher has advantage on an attack roll against a creature if at least one of the abyss watcher’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > >***Turn Immunity.*** The abyss watcher is immune to effects that turn undead. > >***Watcher's Resolve (1/Day).*** When the abyss watcher’s body is destroyed, its soul lingers. At the start of its next turn, the abyss watcher reanimates the corpse of another abyss watcher within 300 feet of it, regaining all its hit points. If the abyss watcher has no more uses of this trait and is reduced to 0 hit points, it is killed. > When the abyss watcher uses this trait to reanimate a new corpse, it becomes enraged until it completes a short or long rest. While enraged, the reach of any of its melee attacks using its greatsword increases by 5 feet, and it deals an additional 7 (2d6) fire damage on a hit. > >### Actions > >***Multiattack.*** The creature makes three attacks: two with its greatsword, and one with its scimitar. Either one of the greatsword attacks can be replaced by a use of watchers' fighting style. > >***Abyss Watcher's Greatsword.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. > >***Wicked Scimitar.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage. If the target it is a creature, it must succeed on a DC 8 Constitution saving throw or lose 1 cumulative hit point due to blood loss at the end of each of its turns. This blood loss continues until the target regains hit points, or until a creature uses an action to dress the wound. > >***Sprinting Slash.*** The abyss watcher cants its greatsword to one side and charges forward. The abyss watcher moves up to its speed in a straight line through other creatures' spaces. Each creature whose space the abyss watcher passes through, or that is within 5 feet of the abyss watcher at the end of this movement must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) slashing damage. > >***Fire Slash (Only While Enraged.)*** The abyss watcher slashes with its fiery sword, projecting a lash of fire that travels in a 10-foot wide, 30-foot long line. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 17 (5d6) fire damage. > >***Watchers' Fighting Style (1/Turn).*** The abyss watcher uses one of the following maneuvers. > > **Jumping Slam.** The abyss watcher jumps to an unoccupied space it can see within 20 feet of it and slams its sword into the ground, sending out a 10-foot radius shockwave, forcing each other creature in the area to make a DC 14 Constitution saving throw. A creature takes 7 (2d6) bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and is not knocked prone on a successful one. > **Lunge.** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. > **Uppercut.** The abyss watcher makes an attack with its greatsword. If the attack hits, the target must succeed on a DC 15 Strength saving throw or be knocked prone. > >### Reactions > >***Parry.*** The abyss watcher adds 6 to its AC against one melee attack that would hit it. To do so, the abyss watcher must see the attacker and be wielding a melee weapon. \pagebreak ___ ___ > ## Abyss Watcher >*Medium undead, lawful evil* >___ >**Armor Class** 16 (studded leather) >**Hit Points** 67 (9d8 + 27) >**Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|15 (+2)|18 (+4)|16 (+3)|10 (+0)|13 (+1)|13 (+1)| >___ >**Saving Throws** Str +5, Dex +7 >**Skills** Acrobatics +7, Athletics +5, Perception +4 >**Damage Resistances** fire, necrotic >**Damage Immunities** poison >**Condition Immunities** charmed, exhaustion, frightened, poisoned >**Senses** darkvision 120 ft., passive Perception 14 >**Languages** understands the languages it knew in life but can’t speak >**Challenge** 5 (1,800 XP) >___ > >***Pack Tactics.*** The abyss watcher has advantage on an attack roll against a creature if at least one of the abyss watcher’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > >***Turn Resistance.*** The abyss watcher has advantage on saving throws against effects that turn undead. > >***Undead Fortitude.*** If damage reduces the abyss watcher to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the > >damage is radiant or from a critical hit. On a success, the abyss watcher drops to 1 hit point instead. > >### Actions > >***Multiattack.*** The creature makes two attacks: one with its scimitar, and one with its greatsword. > >***Abyss Watcher's Greatsword.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. > >***Scimitar.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage. > >***Watchers' Fighting Style.*** The abyss watcher uses one of the following maneuvers. > > **Jumping Slam.** The abyss watcher jumps to an unoccupied space it can see within 20 feet of it and slams its sword into the ground, sending out a 10-foot radius shockwave, forcing each other creature in the area to make a DC 14 Constitution saving throw. A creature takes 7 (2d6) bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and is not knocked prone on a successful one. > **Lunge.** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. > **Uppercut.** The abyss watcher makes an attack with its greatsword. If the attack hits, the target must succeed on a DC 15 Strength saving throw or be knocked prone. > >### Reactions > >***Parry.*** The abyss watcher adds 4 to its AC against one melee attack that would hit it. To do so, the abyss watcher must see the attacker and be wielding a melee weapon.