Traits
Burning Aura
At the end of the each of the Wicker Man's turns, each creature of its choice in a 15-foot Emanation originating from the Wicker Man takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning.
Legendary Resistance (4/Day)
If the Wicker Man fails a saving throw, it can choose to succeed instead.
Magic Resistance
The Wicker Man has Advantage on saving throws against spells and other magical effects.
Reactive
The Wicker Man can take a Reaction on every turn of combat.
Soul Motes
The Wicker Man has 3 Soul Motes. It gains 1 Soul Mote when a creature that isn't a Construct or Undead dies within 30 feet of it. The Wicker Man can expend Soul Motes to fuel Soul Mote Reactions. When the Wicker Man finishes a Long Rest, its Soul Mote total resets to 3.
Actions
Multiattack
The Wicker Man makes two Blazing Slam attacks.
Blazing Slam
Melee Attack Roll: +11, reach 15 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Fire damage.
Cremating Flame (Recharge 6)
Dexterity Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 35 (10d6) Fire damage. Success: Half damage. Failure or Success: A creature reduced to 0 Hit Points by this damage is reduced to ash, and its soul is absorbed into the Wicker Man. The creature can't be restored to life by any means until the wicker man is destroyed.
Réactions
Crushing Blow (Soul Mote)
Trigger: The Wicker Man hits with an attack roll. {@actResponse} The Wicker Man expends 1 Soul Mote, and the hit becomes a Critical Hit.
Repair (Soul Mote)
Trigger: The Wicker Man starts its turn. {@actResponse} The Wicker Man expends 1 Soul Mote and regains 20 Hit Points.
Actions Légendaires
Burning Clutch
Strength Saving Throw: DC 19, one creature within 15 feet. Failure: The target has the Grappled condition (escape DC 16) from one of two hands, and it has the Restrained condition until the grapple ends. At the start of the Wicker Man's turn, the Grappled creature takes 10 (3d6) Fire damage. Failure or Success: The Wicker Man can't take this action again until the start of its next turn.
Slam
The Wicker Man makes one Blazing Slam attack. The Wicker Man can't take this action again until the start of its next turn.
Stride
The Wicker Man moves up to half its Speed without provoking Opportunity Attacks.