AdversariesTier 3

Cinderwing Revenant

  • Adversary
  • Bruiser
  • Tier 3

Appears in: Undead, Fire, Boss Fights, Wilderness and Survival

Cinderwing Revenant

HP
7
Stress
4
Difficulty
18
Attack
+3

Cinder Rake: 3d10+3 mag

Immolating Grasp. Spend a Fear. Make an attack against one target within Very Close range. On a hit, the target takes an additional 2d8 magic damage and is set ablaze, taking 1d6 magic damage at the start of each of their turns until they Mark a Stress to smother the flames.

Flame Rebirth. At the start of its turn, the Cinderwing Revenant clears one Stress if it is within Close range of its cremation pit or any large open flame. If a creature presents the iron command-seal, this feature is suppressed for the rest of the encounter.

Cinderwing Flare. Spend a Fear. The revenant spreads its wings in a burst of fire. Every creature within Close range must succeed on an Agility Reaction Roll (18) or take 2d10 magic damage and lose a Hope.

Heat Shimmer. Ranged attacks against the Cinderwing Revenant have disadvantage. The distortion clears for one round whenever it takes cold or water-based damage.

Dying Flare. When the Cinderwing Revenant is reduced to 0 HP, it detonates. Each creature within Very Close range must succeed on an Agility Reaction Roll (18) or take 2d8 magic damage.

How to run

How to run Cinderwing Revenant

Cinderwing Revenant is a tier 3 bruiser for Daggerheart. Drop it into any fitting 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.

Story hooks

Where it begins

  1. 1

    A caravan found scorched to its axles on the high road, every body reduced to white ash but the cargo left untouched.

  2. 2

    A village well has gone warm overnight, and the water tastes of sulfur and old bone.

  3. 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.

The one-shot75-90 min

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.

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