Ember (Unit 09-Ignis), a Warforged Druid — D&D 5e NPC portrait
#0104

Ember (Unit 09-Ignis)

"High Priest of the Ashen Cycle"

Masculine presentation (He/Him) · Construct; 94 years since activation

Ability Scores

STR
14
+2
DEX
12
+1
CON
16
+3
INT
13
+1
WIS
20
+5
CHA
8
-1

Combat

Armor Class
18
Integrated Protection + Shield
Hit Points
91
Hit Dice: 11d8
Initiative
+1
Speed
30 ft.
Proficiency
+4
Passive Perception
19

Attacks

Scorched Iron Quarterstaff+91d8 + 5 bludgeoning
Produce Flame+93d8 fire
Fire Seed (Wildfire Spirit)+91d6 + 4 fire

Personality

Personality

Speaks with a slow, rhythmic crackle, his voice sounding like dry logs snapping in a hearth. He is disturbingly calm, even when incinerating obstacles, and refers to all living things by their 'burn potential.'

Ideal

Renewal. The old must pass away utterly to make room for the new; to cling to the past is to invite rot.

Bond

The Sprout of the Mire. He carries the first seed that grew from the lightning strike, believing it to be the progenitor of a world without decay.

Flaw

He cannot distinguish between a dying ecosystem and a thriving civilization. To him, both are merely stages of fuel waiting to be recycled.

Backstory

Unit 09-Ignis was never meant to think. He was a mobile boiler, a walking crematorium designed to melt the gates of fortresses and the men behind them. When the Sunder Wars ended, the victors found his maintenance too costly. He was simply left behind in the Blackroot Mire—a forest so choked by necromantic rot that even the insects had fled. For sixty-two years, he stood motionless, his internal fires cooling to a dull orange, watching the rot slowly turn the world into a gray, featureless sludge. He saw the stagnation of death, and he hated it.

The change came with a thunderclap. A bolt of lightning struck a dead oak, and for the first time in a century, Unit 09 felt warmth. He watched the fire sweep through the rot with a terrifying, beautiful hunger. Three days later, from the blackened soil, he saw it: a single, vivid green blade of grass. In that moment, the machine understood the divine. Life is a flame that requires fuel; when the fuel becomes wet and rotten, the flame dies. To save the fire, one must clear the hearth. He is no longer a weapon of war; he is the cosmic gardener, and his shears are made of flame.

Abilities & Actions

Summon Wildfire Spirit: The Aethelfox (2/Short Rest)

As an action, Ember expends a use of Wild Shape to summon a fox made of dancing cinders. Each creature within 10 feet of the spirit when it appears must succeed on a DC 17 DEX save or take 2d6 fire damage. The spirit stays for 1 hour, acts on Ember's initiative, and can use 'Fiery Teleportation' to move Ember and his allies 15 feet while dealing 1d6+4 fire damage to those left behind.

The Furnace’s Logic (Enhanced Bond)

While his Wildfire Spirit is active, any spell Ember casts that deals fire damage or restores hit points gains a 1d8 bonus. He can cast these spells as if he were in the spirit's space, using its line of sight to identify 'weeds' that require pruning.

Cauterizing Flames (Reaction)

When a small or larger creature dies within 30 feet of Ember, a spectral flame rises from their corpse for 1 minute. If a creature enters that space, Ember can use his reaction to either heal that creature or deal fire damage to them equal to 2d10 + 5. He calls this 'The Final Contribution' of the deceased.

Logic of Thermodynamics (Level 6 Spell)

Ember casts 'Investiture of Flame.' For 10 minutes, he becomes immune to fire, gains resistance to cold, and any creature that moves within 5 feet of him or ends its turn there takes 1d10 fire damage. He can use an action to create a 15-foot line of fire dealing 4d8 damage.

DM Notes

Ember should be played as a benevolent extremist. He doesn't hate the party; he might even find them beautiful, like a particularly vibrant patch of wildflowers. However, if they stand in the way of a forest fire or try to preserve a 'rotting' city, he will attempt to burn them with the same gentle care a gardener uses to pull a weed.

Sample Dialogue: 'Do not weep, child. Your structures are heavy and cold. My fire is light and warm. We are simply returning your atoms to the sun so they may try again.'

Signature Gesture: He constantly vents steam from his shoulder joints in a rhythmic 'hiss-click' that matches his breathing. He never blinks his amber optical sensors.