Gargantuan Undead, Neutral Evil
Armor Class 16 Charred Hide
Hit Points 5000 (12d8 + 48)
Speed 30 ft.
STR
17 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
7 (-2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +10, CON +14, WIS +7
Skills Perception +5, Survival +5
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened
Senses Blindsight 60 ft., Darkvision 30 ft., Tremorsense 30 ft., Truesight 120 ft., Passive Perception 15
Languages understands Common and Primordial but cannot speak
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

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.

 

 
Actions

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.

Bonus Actions

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).

 
Reactions

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.

Legendary Actions

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 Actions

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
7/24/2026 1:35:14 PM
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1.0
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