Magic Resistance. The cumhráin has advantage on saving throws against spells and other magical effects.
Spellcasting. The cumhráin is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +9 to hit with spell attacks). The cumhráin has the following cleric spells prepared:
Cantrips (at will): sacred flame (2d8), thaumaturgy
1st level (4 slots): cure wounds*, healing word*, shield of faith
2nd level (3 slots): aid, prayer of healing*, spiritual weapon
3rd level (3 slots): animate dead, beacon of hope
4th level (3 slots): banishment, guardian of faith
5th level (1 slot): greater restoration
*the cumhráin's healing spells affect all types of creatures, including the undead.
Soothing Aroma. aura 10ft.; creatures within the aura that have the ability to smell must succeed a DC 12 Charisma saving throw at the beginning of its turn or take a -2 penalty to all attack rolls made for 1 minute. A target that succeeds on the saving throw is immune to the Soothing Aroma of all cumhráins for the next 24 hours.
Censer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 7 (2d6) radiant damage.
Eternal Bloom. The cumhráin touches a willing target within 5 ft.; the target gains the effects of the death ward spell for 1 minute, but the target also gains a vulnerability to necrotic damage for the duration, if it did not have one already. If the target had a resistance or immunity to necrotic damage, all necrotic damage modifiers are negated for the duration.
Description
The cumhráin are corpses that were revived by Ambrosia, the Flowering Dracolich of the Pink Ocean. Many druidic and ecclesiastical settlers of the Pink Ocean, a swath of hills covered in forever-blooming pink carnations, are reincarnated as cumhráin, deer-skulled humanoid skeletons stuffed with pink flowers. Cumhráins are often clothed in waxed leather armor and thick gloves to conceal their skeletal nature, and they carry a censer that emits a soothing aroma.
Sustaining Life. Cumhráins use Ambrosia's magic to heal the denizens of the Pink Ocean. This is not done out of generosity or benevolence, however: the Flowering Dracolich's veins slowly sap the life force from those who tread upon the plains, and if Ambrosia sapped all of the settlers of their life force, she would not be able to sustain her form, and she, along with all the cumhráins, would die. Cumhráins are oblivious to this, of course; they have been trained by their deity to endlessly deny the notion that they could be working for a vain, self-obsessed villain.
Humble Existence. Cumhráins integrate into settler communities on the Pink Ocean to varying degrees of success. Some communities see cumhráins as witch doctors and shamans to be venerated, while others see cumhráins as menacing harbingers of death. The settlers of the plains are aware that they are slowly dying, and cumhráins are tasked with confiscating the bodies of those who succumbed to the necrotic effects of the Ocean. Cumhráins have limited memories of their lives before being resurrected, but most cumhráins tend to wander back to their home enclave. They build humble huts to reside in, and spend their spare time collecting interesting-looking items and playing with the enclave's children.
Undead Nature. A cumhráin doesn't require air, food, drink, or sleep.
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