Wailing Hermit (5e Creature)

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Wailing Hermit[edit]

Large undead, chaotic evil


Armor Class 12
Hit Points 58 (13d10 - 13)
Speed 0 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
1 (-5) 8 (-1) 9 (-1) 6 (-2) 10 (+0) 16 (+3)

Saving Throws Wis +2, Cha +5
Skills Perception +2
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages Giant, Orc
Challenge 4 (1,100 XP)


Detect life. The wailing hermit can magically sense the presence of living creatures up to 5 miles away. He knows the general direction they're in but not their exact locations.

Incorporeal Movement. The wailing hermit can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.

Two Heads. When one of the wailing hermit's heads is asleep, the other head is awake.

ACTIONS

Corrupting Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the wailing hermit that can see him must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the wailing hermit is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the wailing hermit's Horrifying Visage for the next 24 hours.

Wail (1/Day). The wailing hermit releases a mournful wail, provided that he isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of him that can hear him must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.


There are tales of an ettin blessed with superior charisma who wasted it in solitude and narcissism, talking to no one but himself, until one head grew jealous of the other and strangled it—and himself—to death.



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