| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 20 | +5 | +9 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +6 |
| CHA | 18 | +4 | +8 |
Incorporeal Form.
The wraith can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Ashen Drift (Stealth Predator).
While motionless, the Cinder Wraith appears as drifting embers or smoke and has advantage on Stealth checks.
Creatures relying on sight have disadvantage to detect it.
Molten Soul.
Whenever the Wraith takes melee damage, embers burst outward.
The attacker must make a DC 16 Dex save or take 7 (2d6) fire damage.
Heat Distortion.
Ranged attacks against the wraith beyond 20 ft. are made at disadvantage due to shimmering heat refraction.
Sunlight Sensitivity.
While in sunlight, the wraith has disadvantage on attack rolls and Perception checks relying on sight.
Multiattack.
The wraith makes two Emberclaw attacks.
Emberclaw.
Melee Spell Attack: +8 to hit, reach 5 ft., one creature.
Hit: 15 (3d6 + 5) fire damage + 10 (3d6) necrotic damage.
If the target fails a DC 16 Con save, their soul heat is drained, giving them disadvantage on their next attack roll.
Searing Pulse (Recharge 5–6).
The wraith detonates a wave of superheated ash.
All creatures in a 15-ft radius must make a DC 16 Dex save, taking:
-
28 (8d6) fire damage + 14 (4d6) necrotic damage on a failed save
-
Half damage on a success
Creatures who fail are Blinded until the end of their next turn by burning ash.
Soul-Burn Gaze.
One creature the wraith can see within 60 ft.
The target makes a DC 16 Wis save or takes:
-
22 (4d10) psychic damage
-
Their hit point maximum is reduced by the same amount
This reduction lasts until a long rest or greater restoration.
A creature slain by this becomes drifting ash and rises as a faint ember wraith under GM control in 1 minute.
Ash Step.
The wraith teleports 30 ft. to an unoccupied space it can see, leaving a swirl of burning embers.
Creatures adjacent to the departure point take:
5 (1d10) fire damage.
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