The Demon Lord
On death, adjacent enemies take 2 fire.
- •Burning Breath (1 use, Cone 3).2d8+10
- •Rip & Tear.
2d8+10, Grappled (escape DC 11).
BLOODIED! At 20 HP, the Hell Hound regains its Burning Breath.

Immune to Fire damage. Takes double Ice damage.
Any creature not Made of Flame that starts its turn within 1 space takes 1d4 fire damage.
- •Flame Hammer (2x).
1d8 bludgeoning damage and on hit: 1d8 fire damage.
- •Inferno (5-6).
(Aura: 2). DC 12 DEX save, 6d8 damage, half on save.
- •Flame Dart.
Single Target Range: 8. Damage: 1d10+10. On crit: Smoldering
- •Ignite.
Single Target Range: 8. Damage: 4d10+10 fire damage to a Smoldering target, ending the condition on hit.
- •Flame Barrier (reaction)(1/turn).
When attacked, reduce the damage by 1d10+5. Until the start of your next turn, melee attackers against you take 10 damage (ignoring armor) and gain Smoldering.
(1/turn) When the Ash Demon is hit, deal the attacker 1d12 fire damage and reduced the damage the Ash Demon takes by the same amount.
Vulnerable to radiant.
After taking radiant damage, use Terrify as a Reaction on the attacker.
- •Smoke Strike (x2).
1d12+10 damage, target becomes Smoldering until the end of their next turn. Fly 8.
- •Terrify.
A target that can see the Ash Demon must roll a DC 15 WIL save (disadvantage if Smoldering), on a failure they become Dazed until the end of their next turn.
- •Beckon.
Move a Dazed creature adjacent to you and burn them: 2d12+20 damage and 1 Wound.
- •Pyroclastic (Cone 6).
The Ash Demon breaths a cone a pyroclast. 4d12 fire damage (ignores armor).
At 160 damage, gain Smokeform: No longer vulnerable to radiant. Bat Decoy. (1/round) When the Ash Demon would take damage, instead first swap places with a bat minion.
Teh Ash Demon is dying! 120 more damage and it is banished beyond the White Gate. Until then, its Smoke Strike attack deals (1d20+10), and the Ash Imp minions roll 1d20s.
Ash Imp 1d10 fire damage.