World Tree Hawk (5e Creature)

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Medium elemental, chaotic neutral

Armor Class 17 (natural armor)
Hit Points 345 (35d8 + 245)
Speed 10 ft., fly 200 ft.

18 (+4) 27 (+8) 27 (+8) 12 (+1) 20 (+5) 11 (+0)

Saving Throws Dex +16, Con +16, Wis +13
Skills Acrobatics +16, Perception +13, Survival +13
Damage Resistances acid, nonmagical bludgeoning, piercing, slashing, and slicing
Damage Immunities lightning, thunder
Condition Immunities charmed, deafened, frightened, grappled, paralyzed, restrained, stunned,
Senses truesight 120 ft., passive Perception 23
Languages Auran, Common
Challenge 25 (75,000 XP)

Elemental Demise When Vedrfölnir dies his body disintegrates into a harmless gust of wind, leaving behind only equipment Vedrfolnir was wearing or carrying.

Freedom Of Movement. Vedrfölnir ignores difficult terrain, and magical effects can’t reduce his speed.

Magic Of The Tree. Vedrfölnir’s weapon attacks are magical. He is also resistant to damage from all spells and magical effects.

Magic Resistance. Vedrfölnir has advantage on all saving throws against spells and other magical effects.

Wind Form. Vedrfölnir can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing.

Innate Spellcasting. Vedrfölnir’s innate spellcasting ability is wisdom (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: lightning bolt (as a 6th-level spell), thunderwave (as a 5th-level spell)
3/day: control weather
1/day: weird


Multiattack. Vedrfölnir makes two attacks: one with his beak, and one with his talons, then uses his screech.

Beak. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 25 (5d6 + 8) force damage.

Talons. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) lightning damage and if the target is large or smaller it must succeed on a DC 24 strength saving throw or be knocked prone.

Lightning Breath (Recharge 5-6). Vedrfölnir exhales lightning in a 600-foot line that is 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 76 (17d8) lightning damage on a failed save, or half as much damage on a successful one.

Screech. Vedrfölnir screeches, audible out to a range of 1,000 feet, each creature that can hear him must succeed on a DC 21 constitution saving throw or be stunned until the end of their next turn.


Vedrfölnir can take 3 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. He regains spent legendary actions at the start of its turn.

Detect. Vedrfölnir makes a wisdom (perception) check.

Screech (Costs 2 Actions). Vedrfölnir uses his screech.

Summoning (Costs 3 Actions). Vedrfölnir summons 1d6 air elementals that appear in an empty space within 60 feet of him. The elementals are under Vedrfölnir’s control and act right after him in the initiative order.

Wing Attack (Costs 2 Actions). Vedrfölnir beats his wings. Each creature within 80 ft. of him must succeed on a DC 23 Dexterity saving throw or take 13 (3d8) lightning damage . Vedrfölnir can then fly up to half his flying speed.

Vedrfölnir is an elemental hawk that serves the Eagle with no name that sits atop the world tree. Able to summon minions himself, Vedrfölnir carries out missions assigned to him by the eagle.


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