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Ashira Blood Quench in Dungeons & Dragons 5e

Dungeon Dad (5.5e)

Ashira Blood Quench CR: 6

Medium fey (nymph), chaotic evil
Armor Class: 16
Hit Points: 110 (13d8 + 52)
Speed: 40 ft

STR

14 +2

DEX

18 +4

CON

18 +4

INT

12 +1

WIS

16 +3

CHA

18 +4

Skills: Perception +5, Persuasion +6, Stealth +4
Damage Resistances: Radiant
Senses: Darkvision 60', Passive Perception 15
Languages: Primordial, Sylvan
Challenge Rating: 6 ( 2300 XP)
Proficiency Bonus: +3

Innate Spellcasting. The ashira casts one of the following spells, requiring no Material components & using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):

  • At will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the ashira casts the spell again), Druidcraft
  • 3/day each: Cure Wounds, Entangle
  • 1/day each: Blight, Pass Without Trace


  • Magic Resistance. The ashira has Advantage on saving throws against spells & other magical effects.

    Speak with Beasts & Plants. The ashira can communicate with Beasts & Plants as if they shared a language.

    Actions

    Multiattack. The creature makes two Siphoning Claw attacks or an attack with its Sticky Sap, and it can use Innate Spellcasting to cast Charm Monster.

    Siphoning Claw. Melee Attack Roll: +7 to hit, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage and 7 (2d6) Necrotic damage. The ashira restores a number of Hit Points equal to half the Necrotic damage dealt.

    Sticky Sap. Ranged Attack Roll: +7 to hit, range 60 ft. Hit: 6 (1d4 + 4) Bludgeoning damage and the target is Restrained (escape DC 15).

    Quench Thirst (1/Day). Constitution Saving Throw: DC 15, each creature of the ashira’s choice within 60 feet that isn’t a Construct or Undead. Plants and water Elementals have Disadvantage. Failure: 54 (12d8) Necrotic damage. Success: Half damage. Failure or Success: A creature reduced to 0 Hit Points dies instantly and their body becomes a desiccated husk. For each creature killed, the ashira can immediately cast the Awaken spell on a non-magical tree it can see within 120 feet.

    Suggested Environments

    Arid Climates; Deserts; Feywild


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