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CR 5 – Undead – Emberwraith

Tier 2 play

**Monster Name:** Emberwraith

**Size, Type, Alignment:** Medium, Undead, Chaotic Evil

**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85 (10d8 + 40), Speed 30 ft.

**Ability Scores:**

Strength 14 (+2),

Dexterity 16 (+3),

Constitution 18 (+4),

Intelligence 10 (+0),

Wisdom 12 (+1),

Charisma 20 (+5)

**Proficiencies:** Saving Throws: Wisdom +4, Charisma +8; Skills: Stealth +6, Intimidation +8

Damage Resistances: Fire, Necrotic; Damage Immunities: Poison, Psychic; Condition Immunities: Charmed, Frightened

**Senses:** Darkvision 60 ft., Passive Perception 12

Languages: Common, Infernal

Challenge Rating (CR): 5

**Special Abilities:**

– **Soulfire Aura:** All creatures within 10 feet of the Emberwraith take 5 (1d10) fire damage at the start of their turns.

– **Haunting Presence:** As a bonus action, the Emberwraith can force one creature within 30 feet to make a DC 15 Wisdom saving throw or be frightened until the end of its next turn.

**Actions:**

– **Multiattack:** The Emberwraith makes two attacks with its Soulblade.

– **Soulblade:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) necrotic damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or have its maximum hit points reduced by the amount of necrotic damage taken until it finishes a long rest.

– **Fireball (Recharge 5-6):** The Emberwraith casts Fireball (DC 15 Dexterity saving throw) as a 3rd-level spell, dealing 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

**Description:** The Emberwraith is a malevolent spirit wreathed in flickering flames, born from the souls of those who perished in fiery disasters. It stalks the shadows, seeking to instill fear and chaos. With a cunning intellect and a cruel sense of humor, it delights in tormenting the living, using its haunting presence to sow panic before striking with its soul-draining blade. The Emberwraith often ambushes its foes from the darkness, exploiting their fears to gain the upper hand in battle.

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