Soul of Cinder (5e Creature)
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Soul of Cinder[edit]
Large undead, neutral Armor Class 18 (plate)
Saving Throws Str, Dex, Con, Int, Wis, Cha Reckless Offense. The Soul of Cinder attacks with reckless abandon, and automatically misses if it makes a spell attack or weapon attack against a creature that is under the effects of a Dodge action. Sturdy. The Soul of Cinder has advantage on saving throws against being rendered prone, incapacitated, or stunned. Cinder's Awakening (Recharges daily at dawn). When the Soul of Cinder's hit points reach 0, it collapses to its knee and takes a moment to rekindle its strength. Until the beginning of its next turn, it can be visibly seen charging with flames and lightning. Combat Stances. The Soul of Cinder has access to several combat stances that it can shift between. The Soul of Cinder has the following combat stances: Knight. In the Knight stance, the Soul of Cinder morphs its weapon into a large coiled greatsword. The Soul of Cinder always begins combat in the Knight stance. It has access to the following abilities in this stance:
Pyromancer. In the Pyromancer stance, the Soul of cinder morphs its weapon into a coiled scimitar, and evokes a pyromancy flame in its other hand. It has access to the following abilities in this stance:
Cleric. In the Cleric stance, the Soul of Cinder morphs its weapon into a coiled spear, and mixes divine miracles into its attacks. It has access to the following abilities in this stance:
Sorcerer. In the Sorcerer stance, the Soul of Cinder morphs its weapon into a coiled staff, and attacks with devastating sorceries. It has access to the following abilities in this stance:
Lord of Cinder. When the Soul of Cinder's Cinder's Awakening ability activates, the primal memory of the great lord Gwyn within it activates, taking it over as a last-minute defense mechanism. While in this stance, it no longer has access to the Stance Shift ability. It has access to the following abilities in this stance:
ACTIONSCoiled Sword Multiattack. The Soul of Cinder makes up to three Coiled Sword Slash or Coiled Sword Thrust attacks. Coiled Sword Slash. Melee Weapon Attack: +17 to hit, reach 5 ft, one target. Hit: 13 (2d6 + 5) slashing damage plus 7 (2d6) fire damage. Coiled Sword Thrust. Melee Weapon Attack: +17 to hit, reach 5 ft, one target. Hit: 13 (2d6 + 5) piercing damage plus 7 (2d6) fire damage. Readied Strike (Recharge 4-6 while in Knight stance). The Soul of Cinder raises its sword and prepares to retaliate against an attack. The next a creature makes a weapon attack against or casts a spell targeting Soul of Cinder before Soul of Cinder's next turn, the Soul of Cinder immediately reacts by moving up to its speed toward that creature. If the target is in range, the Soul of Cinder makes a Coiled Sword Thrust attack with advantage against it. If this attack hits, it automatically becomes a critical hit. Guard Break. The Soul of Cinder targets a creature it can see within 5 feet and backhands it to break its guard. The creature must succeed on a DC 18 Strength saving throw or be incapacitated until the end of its next turn, and its walking speed is reduced to 10 feet. The target has disadvantage on the save if it is wielding a shield.
Coiled Scimitar. Melee Weapon Attack: +17 to hit, reach 5 ft, one target. Hit: 9 (1d6 + 5) slashing damage plus 7 (2d6) fire damage. Toxic Breath (Recharge 4-6 while in Pyromancer stance). The Soul of Cinder reels back and then spews out a cloud of noxious fumes, casting poison mist at 5th level at a point it can see within 30 feet. Its spellcasting ability for this spell is Charisma. Great Chaos Fireball (Recharge 3-6 while in Pyromancer stance). The Soul of Cinder lobs a searing clump of explosive fiery lava, casting great chaos fireball at a target it can see within spell range. Its spellcasting ability for this spell is Charisma. Power Within (Recharge 5-6 while in Pyromancer stance). The Soul of Cinder envelops itself in searing flames, casting power within on itself at 5th level. Its spellcasting ability for this spell is Charisma.
Coiled Spear Thrust. Melee Weapon Attack: +17 to hit, reach 10 ft, one target. Hit: 12 (1d10 + 5) piercing damage plus 7 (2d6) fire damage. Coiled Spear Sweep. The Soul of Cinder sweeps the coiled spear in a circular motion, making an attack against all creatures within range. Melee Weapon Attack: +17 to hit, reach 10 ft, multiple targets. Hit: 12 (10 + 5) bludgeoning damage plus 7 (2d6) fire damage. Wrath of the Gods. The Soul of Cinder casts wrath of the gods. Its spellcasting ability for this spell is Wisdom. Replenishment (Recharge 6 while in Cleric stance). The Soul of Cinder casts replenishment on itself at 9th level. Its spellcasting ability for this spell is Wisdom.
Homing Crystal Soulmass (Recharge 4-6 while in Sorcerer stance). The Soul of Cinder casts homing soulmass at 5th level. These soulmasses are infused with crystal, and each orb generated by this spell deals 1d6 piercing damage in addition to its normal damage. The Soul of Cinder's spellcasting ability for this spell is Intelligence. Crystal Soul Spear (Recharge 4-6 while in Sorcerer stance). The Soul of Cinder casts soul spear at 5th level at a target it can see within spell range. This soul spear is infused with crystal, and deals 4d6 piercing damage in addition to its normal damage. The Soul of Cinder's spellcasting ability for this spell is Intelligence. Farron Hail (Recharge 3-6 while in Sorcerer stance). The Soul of Cinder casts farron dart at any number of targets it can see within spell range. This version of farron dart generates 20 darts instead of the normal amount. The Soul of Cinder's spellcasting ability for this spell is Intelligence. Soul Stream (Recharge 6 while in Sorcerer stance). The Soul of Cinder casts soul stream at a target or line of targets it can see within spell range. When it casts soul stream this way, the laser becomes 10 feet wide rather than 5 feet wide. The Soul of Cinder's spellcasting ability for this spell is Intelligence.
Grab. The Soul of Cinder attempts to grab a Large or smaller creature within 5 feet that it can see. The target must make a Dexterity saving throw contested by the Soul of Cinder's Strength (Athletics) check (+17 bonus): On a failed save, the Soul of Cinder grabs the creature, raises it high in the air, and spawns a violent explosion within it, dealing 6d6 fire damage. The Soul of Cinder then throws the creature to an unoccupied space up to 30 feet away, causing the creature to fall prone. Flare Slash. The coiled sword flares up as the Soul of Cinder slashes with it, targeting all creatures it can see within a 15 foot cone. Melee Weapon Attack: +17 to hit, reach 15 ft, multiple targets. Hit: 14 (4d6) fire damage, plus all Medium or smaller hit targets are knocked prone. Sunlight Spear. The Soul of Cinder casts sunlight spear at a target it can see within spell range. Its spellcasting ability for this spell is Wisdom. Lightning Stake. The Soul of Cinder casts lightning stake at a target it can see within spell range. If the spell hits, the Soul of Cinder immediately follows up with a Coiled Sword Slash attack. Its spellcasting ability for this spell is Wisdom. Lightning Rain (Recharge 5-6 while in Lord of Cinder stance). The Soul of Cinder evokes a bolt of sunlight and hurls it upward into the sky, creating a thunder cloud. At the beginning of the Soul of Cinder's next turn, a myriad of lightning bolts shower down upon a single target. That target must make a DC 25 Dexterity saving throw, taking 6d12 lightning damage on a failed save. This attack deals double damage to dragons and Dragon-type creatures. Cinder's Ultimate Might (Recharge 6 while in Lord of Cinder stance). The Soul of Cinder's blade flares with power as it makes an unstoppable combo attack. It makes four consecutive Flare Slash attacks against a 15-foot cone of targets within range. If a target gets hit by any of these attacks, it automatically gets hit by all consecutive Flare Slash attacks as it gets juggled in the air. The Soul of Cinder then finishes by planting the coiled sword in the ground, causing a fiery explosion. All other creatures within 30 feet of the Soul of Cinder must make a DC 25 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one. BONUS ACTIONSStance Shift (Recharge 4-6). The Soul of Cinder uses its bonus action to change its current combat stance to Knight, Pyromancer, Cleric, or Sorcerer. Parry. The Soul of Cinder raises its weapon up to prepare against an incoming attack. Until the beginning of its next turn, or until an incoming weapon attack misses, the Soul of Cinder gains a +5 bonus to its AC. REACTIONSStepdodge. The Soul of Cinder leaps to the side in response to being targeted by a weapon attack, moving sideways 5 feet. The triggering attack has disadvantage. Combat Flip. The Soul of Cinder does a backflip in response to being targeted by a spell or attack, moving away from the attacking creature up to 10 feet. Until end of turn, attack rolls against the Soul of Cinder have disadvantage. In addition, until end of turn, if the Soul of Cinder is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save, and only half damage if it fails. LEGENDARY ACTIONSThe Soul of Cinder has three legendary actions. It can only use one legendary action each turn, and only at the end of another creature's turn. The Soul of Cinder regains all expended legendary actions at the start of each of its turns. Attack. The Soul of Cinder makes a Coiled Sword Slash, Coiled Scimitar, Coiled Spear Thrust, or Coiled Staff attack. Second Wind (Recharge 5-6, two legendary actions). The Soul of Cinder takes another turn immediately after this one. |
The memories have long been forgotten and have faded with the passing of time. The once sturdy armour you wear has already fallen into disrepair, blackened by immolation from the flames; Your trusty weapons marred by age, remaining both unused and unremembered by your side. Yet despite this, you feel as though they have never failed you; that in all their years, never have they betrayed you when times were tough and the stakes were dire; that they will fight with you until the very end. That is the only thing you are sure of, for everything else seems distant and dreamlike; something from a past long ago. A past that belonged to someone else: Perhaps a brave hero remembered for their valiant deeds and actions? Perhaps an unknown stranger who took it upon themselves to do what no others would or could do? You don't remember. These thoughts drift through your ever-crumbling mind; all the while, disquiet and mental unrest looms ever closer. Will these thoughts, will these possessions that once occupied another person's thoughts, in another age, in another time, even be of significance to you? The end approaches now. You see the figure step through the fog-filled archway that faces the place you have waited and pondered all this time. They are here for something. They are here to meet you, for no one has visited this place for several lifetimes. They draw their weapon; it is of an unusual design, as is their garments, but no matter: They are here to fight. For whatever reason, you no longer remember, nor do you care. The answers have long lost their importance. As they walk toward you with their guard up in a readied stance, their face filled with equal amounts of awe and defiance, you try to stand. It takes several long minutes. Your armour clatters together as you shake off the thick layer of ash that has covered you for as longer than you can fathom. You draw your weapon: It creaks and groans like an old beast nearing the end of its life. You try to flourish it, the movements embedded into your body, but your grip fails you. It has been too long since you last wielded it. The weapon falls to the ground weakly. For a long time, you stare at it, trying to remember from whence it came from. Out of the corner of your vision, you see the figure relax, and walk calmly, confidently towards you. Still looking at the ground, you await your inevitable fate. They pick up the dropped weapon, testing its weight. You look up in surprise, grasping your failing hand. They place the weapon in your palm. You try to find the words to express your thanks: However, having not spoken for so long, you only manage a raspy groan. Already, the figure is taking their position a distance away, once again getting ready to fight you. Now armed, you call up the last vestiges of strength in your body: the final traces of concentration and sanity to aid you in this battle. Now blazing with old energies, you charge stone-faced towards your opponent, and they to you. |