Chosen One (5e Creature)

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Chosen One[edit]

Medium humanoid, chaotic evil

Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.

15 (+2) 13 (+1) 13 (+1) 5 (-3) 12 (+1) 8 (-1)

Skills Athletics +4, Perception +3
Proficiency Bonus +2
Condition Immunities frightened
Senses passive Perception 13
Languages understands Common but can't speak
Challenge 1 (200 XP)

Berserk. From the start of its fifth turn in combat on, there is a cumulative 1 percent chance that the chosen one goes berserk at the start of its turn. If that happens, the chosen one will ignore the orders of its creator. On each of its turns while berserk, the chosen attacks the nearest creature it can see. If no creature is near enough to move to and attack, the chosen attacks an object, with preference for an object smaller than itself. Once the chosen one goes berserk, it continues to do so until it is destroyed.

Reckless. At the start of its turn, the chosen one can gain advantage on all melee attacks during that turn, but attack rolls against it have advantage until the start of its next turn.


Multiattack. The chosen one makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage on a failed save or half as much on a successful one.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Chosen ones were once humanoid slaves, but have been turned into vicious monsters under the control of their creators. The process has subjected them to torture and arcane magical procedures of the worst type. The Red Wizards of Thay are known to create these creatures. Driven by rage, chosen ones seek to avenge themselves upon those who caused their pain and suffering, but their anger has been redirected by their diabolical creators. In effect, each chosen one is compelled to see everyone except its creator as the cause of its pain and consequently attacks all others with unstoppable fury. The magical spells that create a chosen one twist its appearance into a hideous caricature of a human; the face contorts, teeth elongate, and the skin transforms into a tough, leathery protective sheathing. The chosen one's hands are gnarled and stretched, ending in wicked, filthy claws.

Insane Guardians. If a Red Wizard is compelled or held hostage, a special code word can be uttered to compel the chosen ones to attack their creator’s captor. In battle, chosen ones attack fearlessly, biting with fangs and slashing with filthy claws. Some chosen ones are equipped with weapons that replace the claw attacks. Chosen ones are not completely reliable, however. Occasionally, their conditioning breaks down and memories of their past lives as well as the cause of their pain flood their heads. If that happens, the chosen one screams horribly and immediately leaves combat, running away to find its master and take revenge as quickly as possible, fighting only those who stand in its way.
Chosen ones make effective, if somewhat unpredictable, guards. They are most useful, and terrifying, when released to chase down a trespasser or other miscreant. They are consumed with white-hot rage against all creatures in their vicinity, held back only by the authority of their master; and they may lash out suddenly if disturbed unless the creator forcefully orders them to hold back. The occasional instability of chosen ones is a price their creators are willing to pay for useful slaves. The Red Wizards use chosen ones as guards for their homes or important places such as laboratories, treasure vaults, and dungeons. Once created, a chosen one can only be restored to humanity by a wish or similar powerful magic.

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