| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 16 | +3 | +3 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 14 | +2 | +2 |
Incorporeal Movement: The Ashwraith can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Aura of Ash: Any creature that starts its turn within 15 feet of the Ashwraith must succeed on a DC 13 Con saving throw or cough violently, taking 1d4 necrotic damage.
Ashen Claw: Melee Weapon Attack: +5 to hit, reach 10 ft., # target. Hit: (3d6 + 3) slashing damage.
Ember Bolt: Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: (3d6 + 2) fire damage. On a roll of 18–20, the bolt explodes, dealing (1d10) fire damage to all creatures within 5 feet of the target.
Cinderstorm: 2 Charges. The Ashwraith exhales a swirling blast of embers in a 15-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking (3d8) fire damage on a failed save, or half as much on a success.
Flicker Step: The Ashwraith teleports up to 20 feet into an unoccupied space it can see, leaving behind a burst of cinders. Each creature within 5 feet of the space it left must succeed on a DC 13 Constitution saving throw or be blinded until the end of their next turn.
Smoke Veil: 2 Charges. When targeted by a ranged attack, the Ashwraith disperses part of its body into smoke. The attack roll is made with disadvantage. The Ashwraith must be able to see the attacker.
Ashen Reprisal: 2 Charges. When a creature within 5 feet hits the Ashwraith with a melee attack, that creature takes (1d8) fire damage as cinders flare outward.
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