Sin Scent. The wrathspawn has advantage on Wisdom (Perception) checks made to detect creatures that reflect its sin. The Dm determines which creatures are appropriately sinful.
Reckless. At the start of its turn, the wrathspawn can choose to gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Boiling Blood. A creature that touches the wrathspawn or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Tough Hide. The wrathspawn adds its Constitution modifier to its armor class.
Multiattack. The wrathspawn makes two Fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d10 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d10 +4) piercing damage plus 7 (2d6) fire damage.
Flame Breath. The wrathspawn exhales daemonic fire in a 30-foot cone. Each creature within the cone must make a DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Aggressive. The wrathspawn moves up to its speed towards a hostile creature it can see.
Description
Wrathspawn are the most common of the sin-spawned fiends, serving as foot soldiers in the daemonic legions.







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