Wobzrem (5e Creature)
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Large fiend, chaotic evil
Armor Class 17 (natural armor)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Deafening Presence. The wobzrem has a deafening aura, which causes any creature that moves within 30 feet of it to become deafened, and any creature within 10 feet of it cannot perform verbal components to cast spells. If a creature is within the aura at the start of its turn, it suffers additional effects. They must make a DC 16 Constitution saving throw if it is within 20 feet of the Wobzrem, it takes 3 (1d6) psychic damage, or 4 (1d8) if it is within 10 feet. On a success, they only take half as much. Additionally, after a creature leaves the aura, it remains deafened for 1 minute for each round it spent within the aura, which increases to 2 minutes for each round spent within 20 feet of the wobzrem, and 3 minutes for each round within 10 feet. The effects of the silence spell nullifies all of these effects.
Multiattack. The wobzrem makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 6) slashing damage.
Pulse (Recharge 5-6). The wobzrem releases noise in a 40-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 35 (10d6) thunder damage and is pushed 20 feet away from the wobzrem. On a successful save, a creature takes half as much damage and is not pushed.
The wobzrem is a peculiar creature, as most things that come from the Abyss are. Covered in thick, incredibly shiny, interlocking white scales, it sports a hunched over humanoid figure, razor-sharp claws, and a lack of facial features, except for one protruding eyeball. The most bizzare feature on this already bizzare spawn of the Abyss is the deafening screeches that surround it. Like endless nails on a chalkboard, anything that comes too close will be deafened and even hurt.
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