Skip to content

Braenlok's Spawn

Braenlok's flame devours the peace and purpose of the living, leaving a smoldering fire burning within their remains that burns long into death. These undead are manifestations of his agony and rage for the technology. The very sound ignites their wrath as they seek to cleanse the living who would defile the land.

Husk

A Husk is a mindless, corporeal undead created when a Soot-Wraith's draining attack slays a Humanoid. The victim's body is flash-charred by supernatural heat, leaving behind a brittle, blackened corpse animated by a fragment of the wraith's power. The Husk is a mindless automaton, an empty vessel that moves with a shambling, relentless gait.

Husks serve as the physical extensions of their creators. They are most often found shambling through the burnt-out ruins of villages and forests that have been claimed by Braenlok, often moving in silent packs. They are driven by a simple, overriding need to attack and consume any living thing they encounter.

Soot-Wraith

A Soot-Wraith is an incorporeal undead formed from the soul of a mortal who has been incinerated by Braenlok's cursed fire. It is an intelligent spirit of sentient ash, corrupted by the need to drain the life from mortals to sustain its own existence. Its touch carries the same supernatural heat that created it, consuming a victim's body from within.

Soot-Wraiths haunt the charred, desolate forests that Braenlok has claimed, often appearing as drifting columns of ash or humanoid shadows in the smoke. They are drawn to the sounds of the living and their warmth.

Husk

Medium undead, neutral evil

AC8 Initiative-2 (8)

HP37 (5d8 + 15)

Speed20 ft.

ModSave ModSave ModSave
Str 15+2+2 Dex 6-2-2 Con 17+3+3
Int 3-4-4 Wis 6-2+0 Cha 5-3-3
  • Immunities Fire, Poison, Exhaustion, Poisoned
  • Senses Passive Perception 8
  • Languages Understands Common plus one other language but can't speak
  • CR 1 (200 XP, PB +2)

Traits

Undead Fortitude.

If damage reduces the husk to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Cold or from a Critical Hit. On a successful save, the husk drops to 1 Hit Point instead.

Actions

Slam.

Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Bludgeoning damage plus 4 (1d8) Fire damage.

Soot-Wraith

Medium undead, neutral evil

AC15 Initiative+4 (14)

HP110 (13d8 + 52)

Speed5 ft., Fly 60 ft. (hover)

ModSave ModSave ModSave
Str 7-2-2 Dex 19+4+4 Con 18+4+4
Int 13+1+1 Wis 16+3+3 Cha 15+2+2
  • Resistances Acid, Bludgeoning, Piercing, Slashing
  • Immunities Fire, Necrotic, Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Vulnerabilities Cold
  • Senses Passive Perception 13
  • Languages Common plus two other languages
  • CR 7 (2,900 XP, PB +3)

Traits

Ashen Form.

The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. The first time it enters a creature's space on a turn, that gains the Burning condition. If the wraith takes Cold damage, creature's do not gain the Burning condition.

Dispersal.

The wraith disperses into cloud of burning soot when it dies. Constitution Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the wraith. Failure: 11 (2d10) Fire damage and Blinded for 1 minute. Success: Half damage only. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack.

The wraith makes two Drain attacks.

Drain.

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) Necrotic damage plus 11 (2d10) Fire damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken and starts burning.

Create Husk.

The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Husk in the space of its corpse or in the nearest unoccupied space. The husk is under the wraith's control. The wraith can have no more than seven husks under its control at a time.

Bonus Actions

Invisibility.

While in dim light or darkness, or in an area with heavy smoke or ash, the wraith can become invisible. The invisibility lasts until it attacks, casts a spell, or enters another creature's space or an area of bright light.