Cold Flame Aura.
A 10‑ft aura of chilling blue fire surrounds the Cinderwight. Creatures that start their turn in the aura take 3 (1d6) cold damage.
Ash Drift.
The Cinderwight leaves drifting ash in a 5‑ft trail behind it. These squares are lightly obscured.
Multiattack.
The Cinderwight makes two Ash Claw attacks.
Ash Claw.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage + 7 (2d6) necrotic damage.
Ashen Howl (Recharge 5–6).
The Cinderwight unleashes a hollow, burning howl. Each creature within 30 ft. must make a DC 18 Wisdom save or take 21 (6d6) necrotic damage and be frightened until the end of its next turn. On a success, the creature takes half damage and isn’t frightened.
Cold Flame Lash.
Melee Spell Attack: +15 to hit, reach 10 ft., one target.
Hit: 14 (4d6) cold damage.
If the target is within the aura, it must make a DC 15 Con save or be slowed (half speed) until the end of its next turn.
Emberstep.
The Cinderwight teleports up to 30 ft. to a space adjacent to a burning, smoldering, or recently scorched object or creature (including its own ash trail). The space it leaves behind becomes a 10‑ft ash cloud (lightly obscured).
Cold Flame Parry.
When a creature the Cinderwight can see hits it with a melee attack, the Cinderwight wreathes itself in cold blue fire, reducing the damage by 1d10 + 3. The attacker must succeed on a DC 19 Constitution save or take 5 (1d10) necrotic damage as their body heat is siphoned away.
Cold Ember Pulse.
The Cinderwight releases a burst of cold blue embers.
Each creature within 30 ft. must make a DC 19 Con save.
On a failure: 6d6 cold damage and their speed is reduced by 10 ft. until the end of their next turn.
On a success: half damage, no slow.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
Ashen Surge
Ash in the chamber swirls violently.
The Cinderwight chooses one 10ft. sphere anywhere in the lair
Creatures in the cone must make a DC 21 Dex save.
On a failure: 8d6 necrotic damage and the area becomes heavily obscured until the next round.
On a success: half damage, no obscured effect.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/24/2026 1:35:14 PM
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7
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0
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1.0
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Coming Soon
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