Petrichor Wraith
Armor Class 15 (natural armor)
Hit Points 52 (8d8+16)
Speed 30 ft. climb 30 ft.
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
Actions
Bonus Actions
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 abandonmentโan old waystation, ruined village, or sealed shrineโhas 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.