Flame Shade - AI-generated fantasy Monster

Flame Shade

Legends say a Flame Shade is what remains when a death is fed to fire but the dead refuse to rest. Some are born from the souls of arsonists, others from victims burned too soon or too cruelly. They are not true ghosts and not true elementals, but a marriage of both, stitched together by ash. In old villages, families sometimes leave a bowl of water by the hearth to keep one away, though wiser folk know that a Flame Shade is most dangerous when someone insists the fire is harmless.

MediumUndead(Undead, Fire)CR CR 3usually neutral evil

Flame Shade

fireundeadincorporealshadowambusherhauntingsneak attacker
HP60AC14SPD0 ft., fly 40 ft. (hover)CRCR 3StealthPerception
STR
10
DEX
18
save
CON
12
save
INT
10
WIS
12
save
CHA
14
Incorporeal Drift. The Flame Shade can move through other creatures and objects as if they were difficult terrain. It takes 5 () force damage if it ends its turn inside an object. It can see normally in magical darkness.
Cinder Veil. While in dim light or darkness, the Flame Shade can take the Hide action as a bonus action.
Living Ember. The Flame Shade sheds dim light in a 10-foot radius. As a bonus action, it can suppress or restore this light.
Multiattack. The Flame Shade makes two Ember Talon attacks.
Ember Talon. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () fire damage plus 3 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or ignite. While ignited, the creature takes 3 () fire damage at the start of each of its turns. A creature can use its action to extinguish the flames, or the flames go out if the creature or another creature within 5 feet of it uses an action to douse them with water or sand.
Ashen Glare. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 10 () fire damage, and the target must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn. The shade can use this action only while in dim light, darkness, or within an active flame.
Cinder Burst. The Flame Shade briefly erupts into a wreath of cinders. Each creature of its choice within 10 feet must make a Dexterity saving throw, taking 7 () fire damage on a failed save, or half as much damage on a successful one. The area becomes lightly obscured by smoke until the start of the shade's next turn.
Backdraft. When a creature the Flame Shade can see hits it with a melee attack while within 5 feet, the attacker takes 3 () fire damage.
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