Wadjet (5e Creature)

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Wadjet[edit]

Large elemental, chaotic neutral


Armor Class 18 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 20 ft., fly 50 ft. (hover), swim 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 18 (+4) 20 (+5) 16 (+3) 18 (+4)

Saving Throws Con +9, Int +10, Wis +8, Cha +9
Skills Perception +13
Proficiency Bonus +5
Damage Resistances acid, cold, fire, lightning, poison, thunder
Damage Immunities psychic, radiant
Senses darkvision 120 ft., passive Perception 23
Languages Celestial, Common, Primordial, Sylvan, telepathy 60 ft.
Challenge 16 (15,000 XP)


Magic Resistance. The wadjet has advantage on saving throws against spells and other magical effects.

Magic Weapons. The wadjet's weapon attacks are magical.

ACTIONS

Multiattack. The wadjet makes six claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Hand Rays. The wadjet fires four of the following rays at random (reroll duplicates), choosing one to four targets it can see within 120 feet of it:

1. Fire Ray. The target must make a DC 18 Dexterity saving throw. On a failed save, a target takes 55 (10d10) fire damage and another 27 (5d10) fire damage at the end of its next turn. On a successful save, a target takes half the initial damage and no damage at the end of its next turn.
2. Lightning Ray. The target must make a DC 18 Strength saving throw. On a failed save, a target takes 45 (10d8) lightning damage and is pushed up to 30 feet in a direction of the wadjet's choice. On a successful save, a target takes half as much damage and isn't pushed.
3. Ice Ray. The target must succeed on a DC 18 Constitution saving throw or take 45 (10d8) cold damage and be paralyzed for 1 minute as it is imprisoned in ice. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Ray of Rage. The targeted creature must succeed on a DC 18 Intelligence saving throw or take 25 (10d4) psychic damage and become enraged for 1 minute. The enraged creature must use an action on each of its turns to make one melee attack against a creature other than itself that the wadjet mentally chooses, using any weapon it has at hand. Alternatively, if the creature knows a spell that makes a melee spell attack roll, it may cast that spell instead. If the creature has no weapons and knows no spells that make melee spell attack rolls, it instead makes an unarmed strike. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Ray of Terror. The target must succeed on a DC 18 Wisdom saving throw. On a failed save, a target takes 25 (10d4) necrotic damage and is frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
6. Ray of Banishment. The target must succeed on a DC 18 Charisma saving throw or be banished to a plane of the wadjet's choice until the end of its next turn.


LEGENDARY ACTIONS

The wadjet can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wadjet regains spent legendary actions at the start of its turn.

Hand Ray. The wadjet uses one random Hand Ray.
Teleport (Costs 2 Actions). The wadjet magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Wadjets are powerful elemental sorcerers closely related to genies. They appear like a calm and sensual young adult from the waist up but attached to the lower end of a great serpent with feathers at the end of its tail. They also generally have brilliant wings that appear like a peacock's tail and great swooping horns spring from their heads like a crescent moon. They generally have six arms and can fire various magical spells at their foes from each of their gem encrusted hands. Though they are brilliant magical creatures they are incredibly deadly with their magical repertoire and heroes would be wise to close the distance or hit them at range with arrows and javelins. The wadjet were said to have once been the servants of pagan gods but when their lords were overthrown they were hurled to the earth and greater cosmos to wander for eternity with no purpose. They can easily be bribed with luxurious baubles and fine wines to serve in the armies of efreeti sultans and djinni archmagi.

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