Cinderwing Revenant
- Monster
- undead
- CR 9
- Battlefield
- Wasteland
- Underground
Appears in: Undead, Fire, Boss Fights, Wilderness and Survival, Underground and Caverns
Cinderwing Revenant
AC 16 / HP 136 (16d8 + 64) / CR 9
- STR
- 16
- DEX
- 18
- CON
- 18
- INT
- 10
- WIS
- 14
- CHA
- 16
Flame Rebirth. The revenant regains 10 hit points at the start of its turn if it has at least 1 hit point. If a creature within 30 feet presents the iron command-seal from its cremation pit, this trait is suppressed until the end of the revenant's next turn.
Heat Shimmer. Ranged attack rolls against the revenant have disadvantage. This effect is suppressed for one round when the revenant takes cold damage.
Illumination. The revenant sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Multiattack. The revenant makes two cinder rake attacks.
Cinder Rake. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) fire damage plus 4 (1d8) necrotic damage. If the target is a creature, it catches fire; until someone takes an action to douse the flames, the target takes 5 (1d10) fire damage at the start of each of its turns.
Cinderwing Flare (Recharge 5-6). The revenant spreads its wings in a burst of flame. Each creature within 20 feet must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
How to run Cinderwing Revenant
Cinderwing Revenant is a cr 9 undead for Dungeons & Dragons. Drop it into any battlefield scene; the statblock above is free to add to your compendium in the app, and the one-shot below gives you somewhere to run it.
Where it begins
- 1
A caravan found scorched to its axles on the high road, every body reduced to white ash but the cargo left untouched.
- 2
A village well has gone warm overnight, and the water tastes of sulfur and old bone.
- 3
A hunter's blind on the ridge overlooks a crater where nothing grows, and at night a shape with burning wings circles above it.
Ashes Walk Again
A cinderwing revenant has risen from a battlefield cremation pit and is burning its way toward the town that ordered the mass burning. The party must track it through scorched terrain, survive its flame-choked lair, and destroy or banish it before it reaches the town walls.
The Burn Trail
A line of blackened grass cuts across the hillside like a scar, still smoking in the morning dew. Footprints seared into bare rock lead north. The air tastes of hot iron, and every breath stings the back of the throat.
The trail is two days old and easy to follow. A survivor from the original battle camp hides in a collapsed root cellar nearby and can explain what was buried in the cremation pit and why. The party can move fast and risk walking into the revenant's feeding ground, or scout carefully and lose daylight.

