Medium undead (revnant), neutral evil

Armor Class 14 (natural armor)
Hit Points 98 (15d8+30)
Speed 30 ft.

10 (+0) 14 (+2) 14 (+2) 7 (-2) 13 (+1) 16 (+3)

Skills Insight +4, Perception +4, Stealth +5
Damage Vulnerabilities cold
Damage Immunities fire, poison
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Condition Immunities charmed, exhausted, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages understands the languages it knew in life but cannot speak
Challenge 6 (2,300 XP)

Special Traits

  • Burning Blood. When an ashborn is damaged by a melee attack, the attacker takes 4 (1d8) points of fire damage.
  • Inner Flame. When an ashborn reaches 0 hit points it explodes in a blast of arcane fire. All creatures within 15 feet of the ashborn must attempt a DC 14 Dexterity saving throw, taking 17 (5d6) fire damage and 3 (1d6) spiritual damage on a failed saving throw, or half as much of each type of damage on a successful one. A creature killed by this attack adds +4 to its roll on The Dead Rise table (see page 260), instead of the usual +3 for being slain by one of the Dead.
  • Magic Resistance. The ashborn has advantage on saving throws against spells and other magical effects.


  • Multiattack. The ashborn makes two attacks, one with its claws and one with either its Blazing Aura or Fiery Bolt.
  • Searing Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage plus 9 (2d8) fire damage. The target must make a DC 10 Woe save or suffer 1 point of spiritual damage.
  • Blazing Aura. All creatures within 5 feet of the ashborn take 10 (3d6) fire damage.
  • Fiery Bolt. The ashborn chooses a point within 60 feet that it can see. All creatures within a 5-foot radius of that point must attempt a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half that damage on a successful one.


An ashborn appears to be freshly and severely burned. Fire flows through its veins and can be seen through the skin, and its eyes are hollow sockets filled with flame.

Born of Magic. Magic and Woe are closely linked. Channeling arcane forces carries the risk of corruption, and even those who simply have the misfortune to be slain by arcane magic may rise again infused with mystic fire.

Drawn to Magic. An ashborn is born from the touch of magic and hungers to slay those who wield this power. It can sense spellcasters from up to a thousand feet, and pursues them with an animal cunning. In combat, it focuses its attacks on spellcasters, even if this leaves it vulnerable to melee attackers.

Undead Nature. An ashborn doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

The Lost Citadel Ropleplaying, Copyright 2020, Green Ronin Publishing, LLC; Authors Keith Baker, Natania Barron, Jaym Gates, Jesse Heinig, Rhiannon Louve, Ari Marmell, Malcolm Sheppard, and C.A. Suleiman.

This is not the complete section 15 entry - see the full license for this page