Ember Guard (5e Creature)
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Ember Guard[edit]
Huge elemental, lawful evil Armor Class 18 (natural armor)
Saving Throws Str +15, Dex +7, Con +13 Explosive Exit. When the ember guard dies, it explodes. Each creature within 60 feet of it must make a DC 22 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Each creature or a flammable object that fails this saving throw ignites. Until a creature takes an action to douse the fire, the creature or object takes 3 (1d6) fire damage at the start of each of its turns. Taking any cold damage also douses the fire. Fire Aura. When the ember guard is missing half or more of its maximum hit points, flames start leaking from its damaged body. Each creature within 30 feet of the ember guard takes 3 (1d6) fire damage at the end of its turns. If the ember guard takes cold damage, this trait doesn't function at the end of the ember guard's next turn. Fortification (Recharges after a Long Rest). When an ember guard is reduced to 0 hit points it drops to 1 hit point instead and becomes immune to all damage until the start of its next turn. Magic Resistance. The ember guard has advantage on saving throws against spells and other magical effects. Regeneration. The ember guard regains 5 hit points at the start of its turn if it has at least 1 hit point. If the ember guard takes cold damage, this trait doesn't function at the start of the ember guard's next turn. Wary. The ember guard has a +5 bonus to initiative rolls and can't be surprised. ACTIONSMultiattack. The ember guard makes two slam attacks. Slam Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 14 (1d8 + 10) bludgeoning damage plus 3 (1d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. Taking any cold damage also douses the fire. Fire Breath (Recharge 6). The ember guard exhales fire in a 30-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, the creature takes 21 (6d6) fire damage and is affected by the slow spell for 1 minute. On a successful save, the creature takes half as much damage and isn't affected by the slow spell. An affected creature can make a DC 17 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
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Created by and endlessly loyal to Imix, the Prince of Evil Fire, ember guards are hulking masses of stone and brass possessed by a powerful fire elemental. Imix loans them out to his most dedicated followers and efreeti allies or hires them out as mercenary monsters to salamanders, fire giants, and devils. The ember guards themselves will follow the directions of whoever they are assigned to without question as long as those directions aren't too complicated for the elemental to understand. They are not valued for their strategic or tactical brilliance. The typical battle with an ember guard generally consists of the elemental using its fiery breath to slow enemies, then punching them until it can roast them again while counting on its impressive defenses and regeneration to stay alive over any defensive maneuvers. Unless ordered to retreat by whatever it is serving, an ember guard will fight to the death. Elemental Nature. An ember guard doesn't require air, food, drink, or sleep. Variant: Ember PaladinEmber paladins are special versions of ember guards created by Imix specifically to counter the forces of the Upper Planes. While distinguishable from normal ember guards only by their lighter coloring, ember paladins are much tougher combatants. An ember paladin has 20 AC, resistance to radiant damage and 377 (26d12 + 208) hit points. Its Fire Breath also gains (Recharge 5-6) and whenever the ember paladin succeeds on a Constitution saving throw to take half damage, it takes no damage instead. The ember paladin's CR increases to 19 (22,000 XP). |
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