Wickerman (5e Creature)

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Wickerman[edit]

Huge construct, unaligned


Armor Class 15 (natural armor)
Hit Points 150 (12d12 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 22 (+6) 4 (-3) 11 (+0) 4 (-3)

Saving Throws Str +12, Dex +3
Skills Athletics +12
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified
Senses darkvision 60 ft., passive Perception 10
Languages understands Druidic and Sylvan but can't speak
Challenge 12 (8,400 XP)


Flaming Body. The wickerman's body burns with intense magical heat. Any hostile creature that starts its turn within 10 feet of the Wickerman takes 4 (1d8) fire damage.

Fuelled By Fire. Whenever the wickerman is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The wickerman is immune to spells that would alter its form.

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

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

ACTIONS

Multiattack. The wickerman uses Burning Cage. It then makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 10 (3d6) fire damage. If a target is a Medium or smaller creature, it is grappled (escape DC 19).

Burning Cage. The wickerman seals one Medium or smaller creature it is grappling inside its chest, ending the grapple. While inside the wickerman, the creature is restrained, and it has three-quarters cover against attacks outside the wickerman. The sealed creature takes 21 (6d6) fire damage at the start of its turns. The creature can use an action to make a DC 19 Strength saving throw. On a successful save, the creature is no longer sealed by the wickerman and falls prone in a space within 10 feet of the wickerman.

Not The Bees! (3/Day). The wickerman summons a swarm of insects (wasps) in an unoccupied space within 30 feet of it.


Wickermen are giant, enchanted wooden automatons that mimic the human form engulfed in perpetual arcane flames. Necromancers and evil druids (as well as hags and warlocks) craft them from pieces of wood, metal, and sackcloth and animate them with a dark and secret ritual involving the sacrifice of humanoids to fuel the magic flames that animate the wickerman.

Of Wickermen and Burning Men. Wickermen typically have monstrous heads and are equipped with long, large arms and big, burning hands. Around their necks hang the talismans that give them life. These talismans are usually a maimed creature or damaged body part: a hand will be missing a finger, a cat missing a paw. The missing part goes into the construction of a marionette used by the creator to control the wickerman. Attacking the talisman or the puppet is the best way of harming this horror; although they look fragile and gangly, the magic that animates them also makes them resistant to harm.

Constructed Nature. A wickerman doesn't require air, food, drink, or sleep.

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