Spidercult Venomancer (5e Creature)

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Spidercult Venomancer[edit]

Medium humanoid (any race), any non-good alignment


Armor Class 13 (16 with mage armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 14 (+2)

Saving Throws Int +6, Wis +4
Skills Arcana +6, Perception +4, Stealth +6
Proficiency Bonus +3
Senses darkvision 60 ft., passive Perception 14
Languages Undercommon and any two others
Challenge 6 (2,300 XP)


Dark Devotion. The venomancer has advantage on saving throws against being charmed or frightened.

Spider Climb. The venomancer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spellcasting. The venomancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The venomancer has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, poison spray, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): darkness, web
3rd level (3 slots): counterspell, fear, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold

ACTIONS

Spider Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (3d4) poison damage and the target is restrained by webbing until the end of its next turn. A restrained creature can use its action to make a DC 14 Strength check, bursting the webbing on a success.


A venomancer is a wizard in the spidercult. Years spent studying dark magic have granted them the ability to conjure toxic webs around their enemies.

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