Medium Undead, Typically Chaotic Evil
Armor Class 13 Natural Armour
Hit Points 60 (10d6)
Speed 30 ft.
STR
18 (+4)
DEX
21 (+5)
CON
14 (+2)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Damage Resistances Fire
Senses Blindsight 30 ft - blind (beyond this radius), Passive Perception 8
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Ash Form. The wraith can enter another creature's space and stop there. Whilst in medium or larger creatures space the wraith has half-cover. It can move through a space as narrow as 1 inch without squeezing.

Unusual Nature. The wraith does not require air, food, drink, or sleep.

Actions

Multiattack. The wraith makes two slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (2d4) fire damage. 

Ashen Possession (Recharge 6). A creature in the wraiths space must make a DC 13 Dexterity saving throw or take 9 (2d6 + 3) fire damage. At the start of the targets next turn, if the wraith is still in the targets space, the target must make a DC 13 Dexterity saving throw or take 9 (2d6 + 3) fire damage and is grappled. Ability checks made to end the grappled condition are made at disadvantage. At the start of the wraiths next turn, if the target is still grappled, it must make a DC 13 Charisma saving throw or be possessed by the wraith. If the target is not grappled but still in the wraiths space, the target must make a DC 13 Dexterity saving throw or take 9 (2d6 + 3) fire damage and is grappled.

A creature possessed by the wraith is incapacitated and loses control of its body. The wraith now controls the body but doesn't deprive the target of awareness. The wraith can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to the charmed condition. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the wraith ends it as a bonus action, or the wraith is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the wraith reappears in an unoccupied space within 5 feet of the body. 

Description

In a world where the undead rise from corpses as skeletons and zombies, it may seem logical to instead burn the dead, then to allow them to rise as such things. Unfortunately, this idea is flawed as it is possible for the ashes of the dead to reform into an ash wraith.

Ash wraiths may form through several methods. A body burned to hide evidence of its murder may rise to exact revenge on its killer, or the anguish of creatures burning to death in a house or forest fire may rouse their ashes into 1 or more ash wraiths. 

Ash wraiths resemble large clouds of ash, with the vague shape of what it was in life. If it is formed from many creatures ashes, then its form is less defined, and the ash wraith more violent.

Ash wraiths posses a crude form of possession. Unlike ghosts, ash wraiths must first physically enter their hosts, damaging them in the process. As ash wraiths lack the intelligence of ghosts, and their possession made obvious due to the ash pouring out of the targets mouth, nose, and eyes, the wraith simply uses its host as a vessel for carnage.

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Habitat: ForestUrban

bleddyn05

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