The Cinderguard

Medium undead, any lawful

Armor Class: 17 (Splint)

Hit Points: 130 (15d8 + 60)

Speed: 30 ft.

STR 18 (+4) | DEX 14 (+2) | CON 18 (+4)

INT 11 (+0) | WIS 16 (+3) | CHA 16 (+3)

Saving Throws: Str +9, Con +9, Wis +8

Skills: Athletics +9, Acrobatics +7

Damage Resistances: Necrotic

Damage Immunities: Fire (see below)

Condition Immunities: Charmed, Exhaustion, Paralyzed, Frightened, Poisoned

Senses: Darkvision 60 ft., Passive Perception 13

Languages: None (understands all languages it spoke in life, but cannot speak)

Challenge: 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.