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:

  • At will: hunter’s mark, branding smite

  • 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:

  • Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation

  • 1st level (4 slots): detect magic, identify, magic missile

  • 2nd level (3 slots): detect thoughts, mirror image, gust of wind, misty step

  • 3rd level (3 slots): counterspell, fly, fireball

  • 4th level (3 slots): banishment, dimension door

  • 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.

medium
fey
cr9
strongholds-and-followers