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Petrichor Wraith

Medium Elemental, Neutral


Armor Class 15 (natural armor)

Hit Points 52 (8d8+16)

Speed 30 ft. climb 30 ft.

STR 14 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 10 (+0)
WIS 13 (+1)
CHA 15 (+2)

Saving Throws Dex +5, Wis +3

Skills Stealth +5, Perception +3

Damage Resistances fire; lightning

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Auran, Common

Challenge 3 (700 XP) Proficiency Bonus +2


Rain-Slick Passage. The petrichor wraith can move through a space as narrow as 1 inch wide without squeezing. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Grievance Made Incarnate. When a creature within 30 feet of the wraith willingly moves away from it, the wraith can mark that creature until the end of the wraith's next turn. The first time the marked creature moves farther from the wraith during that time, it takes 3 (1d6) psychic damage and has its speed reduced by 10 feet until the end of its next turn. A creature can be marked only once per round.
Lair That Refuses Farewell. While in its lair, the wraith always knows the location of creatures that entered the lair within the last 24 hours, provided they are on the same plane of existence. Doors, corridors, and stairways within the lair subtly rearrange at the end of each of the wraith's turns, preventing creatures from using the same route to leave twice unless they succeed on a DC 14 Wisdom (Survival) check.

Actions

Multiattack. The petrichor wraith makes two Rainstone Touch attacks.
Rainstone Touch. Melee weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, plus 3 (1d6) psychic damage. The wraith's hand feels like warm stone beneath sudden rain. If the target is a creature, it must succeed on a DC 13 Charisma saving throw or be unable to willingly move farther from the wraith until the start of the wraith's next turn.
Memory of Thunder (Recharge 5-6). The wraith releases a concussive scent-cloud in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much on a successful one. On a failed save, a creature is also deafened until the end of its next turn.
Borrowed Departure. The wraith chooses one creature it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be teleported to an unoccupied space within 5 feet of the wraith and become frightened of the wraith until the end of the target's next turn. A creature that succeeds is not teleported but can immediately move up to 10 feet without provoking opportunity attacks.

Bonus Actions

Mist Between Moments. The wraith becomes lightly obscured by a veil of fragrant mist until the start of its next turn. During this time, it can move through other creatures' spaces, though it cannot end its movement there.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Corridor Reversal. One doorway, passage, staircase, or chamber entrance within 60 feet shifts to another location in the lair. Creatures within 5 feet of the affected feature must succeed on a DC 14 Dexterity saving throw or be moved to the nearest unoccupied space and knocked prone.
  • Unfinished Goodbye. The lair fills with the scent of hot stone and rain. One creature the wraith can sense within the lair must succeed on a DC 13 Wisdom saving throw or be unable to willingly move more than 15 feet from the wraith until initiative count 20 on the next round.
  • Rain Without Clouds. A 10-foot-radius patch of stone within the lair becomes slick and steaming until initiative count 20 on the next round. The area is difficult terrain, and a creature entering it for the first time on a turn or starting its turn there must succeed on a DC 13 Dexterity saving throw or fall prone.

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"You smelled the rain and thought it meant renewal. I smelled it and remembered who walked away." โ€” Sava, the Last Warm Stone

Lore & Description

Appearance

A petrichor wraith resembles a human silhouette sculpted from black basalt and veined with glowing amber cracks. Its edges constantly crumble into damp gray vapor, while beads of rain gather on its stone surface despite the absence of clouds. Its face is smooth except for a narrow, frowning fissure, and every movement releases the unmistakable scent of rain striking sun-baked rock.

Behavior & Origins

A petrichor wraith forms when a place of abandonmentโ€”an old waystation, ruined village, or sealed shrineโ€”has endured too many departures without reconciliation. It remembers every farewell as a wound and reshapes its lair to keep visitors from reaching the exit. The wraith is not mindlessly murderous; it wants someone to stay, acknowledge its grievance, and promise not to leave. In the abandoned bathhouse called the Last Warm Stone, the wraith named Sava waits for the descendants of the travelers who left her there during a drought. It seeks their apology, though it no longer knows whether it wants forgiveness or revenge.

Running Petrichor Wraith

Tactics

The petrichor wraith opens with Memory of Thunder against clustered foes, then uses Borrowed Departure to pull the most mobile or distant character back into reach. It fights near doorways, corners, and slick terrain, using Mist Between Moments to pass through the frontline while its lair separates retreating characters. When bloodied, it focuses on the creature that seems most determined to flee; it fights to the death if that creature refuses to acknowledge its grievance, but may stop if offered a sincere apology or a meaningful promise to return.

DM Tips

  • Telegraph the encounter with warm black stones, condensation on dry walls, corridors that end in unfamiliar rooms, and the scent of rain before the wraith appears.
  • Play the wraith in a wounded, accusatory voice; it repeats the last words spoken by departing creatures and reacts strongly to promises, apologies, and farewells.
  • For a weaker party, reduce the wraith to 39 hit points and remove the psychic damage from Rainstone Touch; for a stronger party, let Borrowed Departure affect two creatures on a recharge of 5-6.
  • Make the rearranging lair descriptive rather than punitive: offer players clear landmarks and allow clever marking, mapping, or emotional roleplay to overcome its maze.

Loot

  • Sava's Warm Shard — A palm-sized piece of black stone that remains warm and damp. Once per long rest, its bearer can cast fog cloud, with the cloud carrying the scent of rain on hot stone.
  • The Unsent Farewell — A weather-stained letter sealed in wax and hidden in the lair. It names the people who abandoned the site and provides a hook for finding their descendants or uncovering the original betrayal.

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Petrichor Wraith

Generation Info

Original prompt:
"CR 3: The smell of rain on hot stone, given form and a grievance. Its lair rearranges itself to spare it from goodbyes."

Created: Oct 22, 2026
Modified: Oct 26, 2026

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