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Monster

Ashveil Wraith

SizeMediumTypeUndeadCR5AC13HP78

Medium · Undead · Neutral Evil · CR 5

Ability Scores

str

8

-1

dex

16

+3

con

14

+2

int

12

+1

wis

13

+1

cha

17

+3

Actions2

  • Life Drain: +5 to hit, reach 5 ft., one target. Hit: 14 (3d8+1) necrotic damage. Target's HP maximum reduced by amount taken until long rest.
  • Corrupting Touch: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) necrotic damage and target is poisoned until end of its next turn.

Traits7

  • Incorporeal Movement: Can move through creatures and objects as difficult terrain. Takes 5 (1d10) force damage if it ends turn inside an object.
  • Sunlight Sensitivity: Disadvantage on attack rolls and Perception checks in direct sunlight.
  • Ash Shroud: Any creature that starts its turn within 5 ft. of the Ashveil Wraith must succeed on a DC 13 Constitution saving throw or have its speed reduced by 10 ft. until the start of its next turn.
  • Shadow Step (Recharge 5-6): Teleports up to 30 ft. to an unoccupied space it can see that is in dim light or darkness.
  • Damage Resistances: Acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks.
  • Damage Immunities: Cold, necrotic, poison.
  • Condition Immunities: Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained.

Lore

Ashveil Wraiths are born from the souls of mortals who perished in cataclysmic magical fires — their spirits scorched and twisted into something neither fully undead nor fully elemental. They haunt the ashen ruins of burned temples and razed cities, drawn to warmth and life as a grim mockery of the heat they once craved. Their forms appear as flowing silhouettes trailing wisps of grey ash, and where they walk, the air grows stale and bitter. Scholars of the arcane warn that prolonged exposure to an Ashveil Wraith can corrupt the very breath of a living creature, leaving survivors hollow and cold long after the encounter ends.

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