The Cinderguard
Medium undead, any lawful
- Armor Class: 17 (Splint)
- Hit Points: 130 (15d8 + 60)
- Speed: 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 16 (+3)
- Saving Throws Strength +9, Constitution +9, Wisdom +8
- Skills Athletics +9, Acrobatics +7
- Damage Resistances necrotic
- Damage Immunities fire (see below)
- Condition Immunities charmed, exhausted, paralyzed, frightened, poisoned
- Senses darkvision 60 ft., passive perception 13
- Languages none (understands all languages it spoke in life, but cannot speak)
- Challenge Rating 6 (2,300 XP)
Burning Regeneration. The Cinderguard is immune to Fire damage. When it would take fire damage, it instead regains hit points equal to half the damage that would have been dealt.
Turn Immunity. The Cinderguard is immune to effects that turn undead.
Shared Ember. A Cinderguard is typically linked to at least one other Cinderguard with whom it shares guardian duties. Linked Cinderguards share an Ember of Unlife. Whenever a Cinderguard uses Turn to Ash, all other linked Cinderguards lose the ability to do so until it recharges.
As long as at least one Cinderguard sharing the Ember of Unlife remains, all other linked Cinderguards cannot be destroyed. When a Cinderguard is reduced to 0 hit points, it will return to life 1 minute later with 24 (3d8 + 12) hit points, as long as a linked Cinderguard has at least 1 hit point. At the end of a turn when all linked Cinderguards are at 0 hit points, the Ember of Unlife is extinguished. All linked Cinderguards are permanently slain and cannot be restored to (un)life by anything short of a Wish spell.
Leaping Strike. If the Cinderguard has moved at least 15 feet in a straight line on its turn, it can move an additional 10 feet before it attacks with its Blazing Blade. This movement is airborne and unaffected by difficult terrain.
Actions
Multiattack. The Cinderguard makes two attacks with its Blazing Blade. It can replace one of these attacks with Turn to Ash.
Blazing Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) slashing damage and 6 (2d6) Fire damage.
Turn to Ash (Recharge 5-6) The Cinderguard strikes the ground with its Blazing Blade, causing flames to erupt in either a 30-foot cone or a 50-foot line. Each creature in the area must make a DC 16 Dexterity saving throw, taking 22 (6d6) fire damage on a failed save, or half as much damage on a successful one. A Cinderguard that has taken Cold damage since the end of its last turn cannot use Turn to Ash.
If only one Cinderguard remains active from any given Ember of Unlife, that Cinderguard can use Turn to Ash every turn, even if it has taken Cold damage.
Lore
Tombs of powerful sorcerer-kings are often tempting targets for ambitious or suicidal graverobbers. Many are defended with deadly traps and horrible curses, but some sorcerer-kings prefer to guard their final resting places with strength of arms and undying loyalty.
Cinderguards are undead knights tasked with protecting a place or person for untold aeons. A Cinderguard is created through a process in which a warrior is ritually slain and immolated in magical fire. 1d6 weeks later, a new, undying, tireless body arises from the bones and ash left behind.
Cinderguards are frequently created in groups of 2, 3, or 4, all of whom share a common Ember of Unlife, the magical core that maintains their new form. As long as at least one Cinderguard remains with the shared Ember burning, all linked Cinderguards will rise again, even after defeat.
As part of a Cinderguard's strength comes from its loyalty and devotion, a Cinderguard cannot be created from an unwilling host. If an unwilling creature is sacrificed in an attempt to create a Cinderguard, the ritual will fail.
Image Source: Brinx-II at Deviantart
