Soundwave (5e Creature)

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Huge construct (decepticon), lawful evil

Armor Class 16 (natural armor)
Hit Points 84 (8d12 + 32)
Speed 40 ft.

18 (+4) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 10 (+0)

Saving Throws Dex +5, Wis +5
Skills Deception +3, Investigation +6, Insight +5, Perception +5, Stealth +5
Damage Resistances thunder; bludgeoning, piercing and slashing damage from nonmagical attacks that aren't adamantine
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft.; passive Perception 15
Languages Common
Challenge 6 (2,300 XP)

Innate Spellcasting (technopathy). Soundwave’s spellcasting ability is Intelligence (spell save DC 14). He can innately cast the following spells, requiring no material components:
at-will: detect thoughts
3/day each: dominate person, telepathic bond

Sound Master. Soundwave has advantage on saving throws against being deafened, and against being charmed or frightened by auditory effects.

Tape Deck. Soundwave can use a bonus action to store a Small cassette within his chest cavity, or to deploy a cassette. He can store up to six cassettes at a time. While a cassette is stored within him, Soundwave can playback anything the cassette has previously heard.

Transform. Soundwave can use a bonus action to transform into a Medium or Small cassette player or back to his true form. While in cassette player form, his movement speed is 0, he cannot make weapon attacks or take any action that requires the use of his hands, and any cassettes he is storing shrink to remain in proportion with his new size.


Multiattack. Soundwave makes two laser rifle attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 4) bludgeoning damage.

Laser Rifle. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 16 (3d8 + 2) radiant damage.

Special Attack (Recharge 5-6). Soundwave uses one of the following attack options.
Missile Launcher. Soundwave launches a missile at a point within 150 feet he can see. Each creature within a 20-foot radius of that point must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. Soundwave’s missile launcher carries three missiles.
Soundbite. Soundwave projects painfully intense soundwaves in a 60-foot cone. Each creature in that cone must make a DC 14 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also deafened until the end of its next turn.

Soundwave ordering Ravage and Laserbeak to attack. Art by Nick Roche, taken from TFWiki

Soundwave is the spymaster of the Decepticons. A cybertronian of few words, he gathers information on his enemies with ruthless efficiency and absolute dedication to his faction’s cause.

Technopathic Telepath. Soundwave has the power to read the minds of other beings, whether those beings are organic or constructs like himself. He uses this power to pluck information from people’s thoughts, coordinate the activities of his fellow Decepticons, and to put useful patsies under his thrall.

Tape Collection. Soundwave is rarely alone, for he is served by a squad of diminutive (by cybertronian standards) Decepticons which transform into cassette tapes. He can store these tapes within himself and send them out at a moment’s notice. When the tapes aren’t backing him up in combat, they’re carrying out special assignments suited to their unique skills.

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