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Monster

Lord-Continuant Ashveil

The Pale Manse keeps a lord who has not died in three hundred years and does not intend to start. Lord-Continuant Ashveil, master of the Hollowed Court, is a courtly, unhurried relic-lord bonded to a knot of ancient symbiotes — a living relic-blade, a mantle of bone-fungus, a whispering choir of the continued dead — and he will offer you tea, and titles, and a place in his collection, in that order.

CR
13 (XP 10,000)
Type
Humanoid
AC
18
HP
255
Habitat
Mycelial Deep

Medium Humanoid (Hollowed Court), Lawful Evil

AC 18 Initiative +8 (18)
HP 255 (30d8 + 120)
Speed 30 ft.

STR 12 +1 / +1DEX 16 +3 / +8CON 18 +4 / +9INT 18 +4 / +4WIS 16 +3 / +8CHA 20 +5 / +10

Skills Arcana +9, History +9, Insight +8, Perception +8, Persuasion +10
Resistances Necrotic, Poison
Immunities Frightened
Senses Darkvision 120 ft.; Passive Perception 18
Languages Common, Deep Speech, Undercommon; telepathy 60 ft. (bonded symbiotes only)
CR 13 (XP 10,000; PB +5)

Traits

Legendary Resistance (2/Day). If Ashveil fails a saving throw, he can choose to succeed instead.

Continued. Ashveil doesn't require air, food, drink, or sleep. When he is reduced to 0 Hit Points by damage that isn't Fire or Radiant, he instead drops to 1 Hit Point, and his symbiotes reknit him. He can't use this trait again until he finishes a Long Rest.

Relic-Warded. Ashveil has Advantage on saving throws against spells and other magical effects.

Bonded Symbiotes. Ashveil carries three bonded symbiotes (see Chapter 5), which power his Court's Decree and Continuance Leech actions and can't be disarmed or sundered from him.

Actions

Multiattack. Ashveil makes two Continuant Blade attacks and uses Continuance Leech if available.

Continuant Blade. Melee Attack Roll: +8, reach 5 ft. Hit: 12 (2d8 + 3) Slashing damage plus 9 (2d8) Necrotic damage.

Continuance Leech. Constitution Saving Throw: DC 18, one creature Ashveil can see within 60 feet. Failure: 33 (6d10) Necrotic damage, and Ashveil regains Hit Points equal to half the damage dealt. Success: Half damage, and Ashveil gains no Hit Points.

Court's Decree (Recharge 4–6). Wisdom Saving Throw: DC 18, each creature of Ashveil's choice in a 15-foot Emanation. Failure: 27 (6d8) Psychic damage, and the target has the Charmed or Frightened condition (Ashveil's choice) until the end of its next turn. Success: Half damage only.

Bonus Actions

Marrow Step. Ashveil teleports up to 30 feet to an unoccupied space he can see, trailing bone-fungus.

Reactions

Symbiote Ward. When Ashveil is hit by an attack roll, a blooming shield answers; he adds 4 to his AC against that attack, possibly causing it to miss.

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