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The Wickman




The Wickman comes with fiery wrath,

A ghostly figure on his deadly path.

His form is charred with burning flames,

And in his wake, he leaves only hungering remains.

With every step he takes and seethes,

His fiery touch burns like molten seas.

And in the flames, his howls doth sound,

A haunting echo all around.

The Wickman's wrath is not to be ignored,

For those who cross him will be deplored.

His ghostly hand will strike you down,

And turn your flesh to ash, from sole to crown.

His laughter echoes through the night,

As he sets his victims alight.

Their screams are drowned in flames so bright,

Their bones left blackened in his sight.

Beware the Wickman's fiery wrath,

Or suffer in the flames of his path.

For once he sets his gaze on you,

Your fate is sealed, your flesh burnt through.

So if you see his fiery form,

Run for your life, avoid the storm.

For if he catches you alone,

Your bones will be his fiery drone.


-The Candlestick Maker's Lament

The Wickman

Medium undead, chaotic evil

Armor Class 15

112 (15d8 + 45) Hit Points 78 (12d6 + 36)

Speed 0ft

Flight 40ft (hover)

Str 7 Dex 20 Con 16 Int 15 Wis 15 Cha 20

Skills: Perception +6, Religion +6

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Damage Immunities cold, fire, necrotic, poison

Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60 ft., passive Perception 16

Languages Common

Challenge 10 (5,900 XP)

A Thousand Points of Light.

The ghost can innately cast Dancing Lights, requiring no material components. Its innate spellcasting ability is Charisma. For the duration, any Will-O-Wisps within 90ft of the light must succeed on a DC 17 Charisma Saving Throw or be charmed by the ghost and follow its orders.

Ethereal Sight:

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement:

The ghost 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.

Waxworks.

All undead creatures under the ghost's control gain the Amorphous ability.

Actions

SMultiattack.

The ghost makes two melee attacks. Alternatively, it may make one melee attack and use Burn at Both Ends.

Etherealness:

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Burning Grasp.

Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) necrotic damage and 7 (2d6) fire damage.

Burn at Both Ends.

The ghost targets a creature it can see within 60ft and lays a curse on it for the next minute unless the creature succeeds on a DC 17 Charisma saving throw. During this duration, the creature glows with the intensity of a lit candle and cannot recover hit points even by magical means. In addition, the creature takes necrotic damage equal to its Hit Dice if it does more than one of the following on its turn: Action, Move, Bonus action as well as any time it takes a Reaction. In a creature dies while under the effect of Burn at Both Ends, its flesh immolates and it rises as a skeleton under the Wickman's control at the start of the ghost's next turn.

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