Ash Marshall
Medium fey, chaotic neutral
Armor Class
20 (plate, shield)
Hit Points
157 (15d10 + 75)
Speed
30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
21 (+5)
INT
14 (+2)
WIS
17 (+3)
CHA
16 (+3)
Damage Resistances
fire, lightning
Senses
passive Perception 21
Saving Throws
Str +9, Con +9, Wis +7, Cha +7
Skills
Athletics +9, Insight +7, Intimidation +7, Nature +6, Perception +8, Religion +6
Languages
Common, Elven, Sylvan
Challenge
9 (5,000 XP)
Fey Ancestry. Magic cannot put the Marshall to sleep.
Magic Resistance. The Marshall has advantage on saving throws against spells and other magical effects.
Command Fey. As a member of the Court of Arcadia, the Marshall can cast dominate monster (DC 15) at will on any fey creature or elf.
Innate Spellcasting. The Marshall’s innate spellcasting ability is Charisma (spell save DC 15). The Marshall can innately cast the following spells, requiring no material components:
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At will: hunter’s mark, branding smite
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1/day: raise dead
Spellcasting. The Marshall is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Marshall has the following spells prepared:
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Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
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1st level (4 slots): detect magic, identify, magic missile
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2nd level (3 slots): detect thoughts, mirror image, gust of wind, misty step
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3rd level (3 slots): counterspell, fly, fireball
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4th level (3 slots): banishment, dimension door
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5th level (1 slot): cone of cold, hold monster
Actions
Multiattack. The Marshall makes three Ashsword attacks. If two attacks hit the same target, that target has disadvantage on any melee attacks that don’t include the Marshall for the next round.
Ashsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.