Wailer (5e Creature)

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Medium humanoid (any race), any chaotic alignment

Armor Class 12
Hit Points 82 (15d8 + 15)
Speed 30 ft.

10 (+0) 14 (+2) 12 (+1) 15 (+2) 18 (+4) 10 (+0)

Saving Throws Wis +7
Senses passive Perception 14
Languages any one language
Challenge 5 (1,800 XP)

Deadly Voice: Whenever a Wailer talks, shouts, or screams, anyone who hears its voice must make a Wisdom save with a DC of 16 or take 10 (3d6) psychic damage. Any creature who is successfully targeted by a Wailer's ability will automatically fail this constitution throw, but any creature unsuccessfully targeted will succeed. A Wailer can choose to whisper, reducing the damage to 2d6. Once a creature succeeds or fails a saving throw against Deadly Voice, they are immune until the next round.

Destruction of Will: Whenever a creature takes psychic damage from the Wailer, roll a d4. On a 3, the creature loses one point from its Wisdom score. On a 4, the creature similarly loses two points, and is also knocked prone. These lost attribute points restore themselves after a long rest. If the creature's Wisdom reaches 0, it becomes incapacitated.

Meltdown When a Wailer's hit points reach 21 (1/4 of its maximum hit points) or less, it falls prone and screams. The damage from Deadly Voice increases by 3 (1d6) force damage, and any creature damaged by Deadly Voice has disadvantage on attacks on its next turn. All objects within 60 feet take 3 (1d6) force damage as well. However, the Wailer also takes 3 (1d6) damage per round until it dies. If the Wailer is targeted by any spell that restores hit points, it becomes able to calm down, and will not be able to meltdown again until it takes a short or long rest.

Dominate Person If a Wailer uses its innate spellcasting to dominate a person, that person does not have a telepathic link to the Wailer, and only obeys the Wailer's vocal commands. However, the person becomes immune to the Wailer's Deadly Voice until the effect ends.

Innate Spellcasting A Wailer can cast the following spells, using only its voice. Its spell save DC is 16.


Slam Melee Weapon Attack +2 to hit, 5 ft. reach, 1 target. Hit: 3 (1d4+1) bludgeoning damage.

Scream. (Recharge 5-6) All targets in a 30 ft cone must make a Wisdom save with a DC of 16, or take 10 (3d6) force damage and be knocked 30 feet away.

Revulsion The Wailer targets one creature who has taken psychic damage from the Wailer since the past minute, and can hear the Wailer's voice. The creature must make a Wisdom saving throw with a DC of 16 or be stunned for 1 round as it violently throws up, and poisoned for one minute afterwards. Using an action on it's round, the creature can re-take the saving throw to end the poisoned status.


Destroy Projectiles If the Wailer would take damage from a ranged weapon attack, the Wailer can increase its AC against the attack by 4 by screaming at the projectiles. Until the start of the Wailer's turn, the projectile destroying barrier persists, continuously providing +4 AC against ranged weapon attacks that originate from the same direction as the initial attack.

The Wailer curse is an incredibly rare one, but on occasion, a child is born with it. There is no known spell that can break this curse, and it plagues a Wailer their whole life. They take vows of silence to avoid letting their voice harm others, but the curse always takes a toll on their mental state, leading to violent and vocal outbursts. There do exist well-adjusted wailers who are able to live a mute, but healthy, life, but these are rare.

Effects of the Voice

The Wailer's voice is all-encompassing and can cause serious mental damage. If you are capable of hearing its voice, it always sounds deafeningly loud, and shakes you to your very core, causing nausea and weakness in the knees. Constant exposure leads to muscle shakes and spasms, as well as paranoia and even potentially madness, though these effects fade unless the exposure to a Wailer's voice has lasted a very long time.

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