https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Greater+oni&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T10:58:50ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Helmed_Demon_(5e_Creature)&diff=1390292Helmed Demon (5e Creature)2020-10-08T14:43:09Z<p>Greater oni: /* Helmed Demon */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Helmed Demon==<br />
{{5e Creature<br />
|size=Medium<!--be sure to capitalize--><br />
|type=Abomination<br />
|race=human, elf or tiefling<!--optional for humanoids, delete line otherwise--><br />
|alignment=Chaotic Evil<br />
|ac=16<br />
|armor=Cage Helmet<!--natural armor, specific armor type, or delete line --><br />
|hd=16<!--number of hit dice (automatically calculates average hit points, use for SRD sizes)--><br />
|hp=88<!--average number of hit points (use for homebrew sizes)--><br />
|hpdice=<!--number of hit dice + Constitution modifier (use for homebrew sizes)--><br />
|speed=50 ft., climb 30 ft.<br />
|str=13<br />
|dex=16<br />
|con=15<br />
|int=12<br />
|wis=16<br />
|cha=18<br />
|saves={{5E|Con}} +4, {{5E|Dex}} +5<br />
|skills={{5s|Insight}} +5<br />
|di=psychic<br />
|ci=blinded, charmed, frightened<br />
|dr=force, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br />
|dv=thunder<br />
|senses=blindsight 100 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash; Abyssal, Common, telepathy 100 ft.<br />
|cr=8<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Cage Helmet.''''' The Helmed Demon's magically sealed helmet provides powerful defence against mental manipulation. The Helmed Demon is immune to psychic damage, immune to being charmed and immune to being frightened. The Cage Helmet cannot be removed from the Helmed Demons head.<br />
<br />
'''''Force Tendrils.''''' The Helmed Demon has four invisible, invincible tendrils made from force that stem from the top of the creatures spine. It uses the tendrils to move about quickly. The Helmed Demon ignores difficult terrain and is able to cross pits of up to 10 ft. wide as if they were regular terrain. The Helmed Demon cannot end its movement over a pit. The Helmed Demon does not expend any movement when standing from prone.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''' The Helmed Demon makes up to four Force Tendril or Tendril Grapple attacks. It can make one less attack for each creature it has grappled.<br />
<br />
'''''Force Tendril.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 4 (1d4 + 5) magical piercing damage and 2 (1d4) force damage. The Force Tendril attack ignores AC bonuses granted by non-magical armor and non-magical shields.<br />
<br />
'''''Tendril Grapple.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 2 (1d4) force damage. A medium or smaller creature hit by the Tendril Grapple is automatically grappled and restrained. A creature can use their action to try and escape by passing a DC16 Strength saving throw. A maximum of two creatures can be effected by Tendril Grapple at one time.<br />
<br />
'''''Plane Shift. (2/day)''''' The Helmed Demon casts the Plane Shift spell targeting itself or any one of the creatures it has grappled. The grappled target must pass a DC14 Charisma saving throw. It can only shift between the Material Plane and the Abyss.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Tendril Shield.''''' The Helmed Demon wraps its tendrils around itself in self defence. The Helmed Demons AC is increased by 5 and becomes immune to Magic Missile until the beginning of its turn. The Helmed Demon cannot move while in this state. If the Helmed Demon uses the Tendril Shield while it has creatures grappled, those creatures are immediately released.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|https://www.dandwiki.com/wiki/File:Helmed_Demon.png|By Greater Oni}}</div><br />
<br />
Helmed Demons are mysterious, humanoid creatures that often appear on the outskirts of towns and cities or within large, old cemeteries. They will pretend to be mourners or lost travellers who have had the strange helmet they wear forcefully stuck on their head. After luring in vulnerable individuals, they will attempt to slay any males and kidnap females. Quick to sweep up females into the grasps of their invisible tendrils, they will then warp the females into the deep Abyss where those women will be forced to undergo the same horrific ritual they endured.<br />
It is unknown who or what created the first Helmed Demon, but they now seem to be trapped in a self perpetuating cycle.<br />
<br />
The Helmed Demons source of strength is its powerful Force Tendrils. Seemingly manifested from the trauma caused by the Cage Helmet, the helmet generates the magic to form the tentacles from the pain of the wearer. It is unknown what the head looks like beneath the helmet and it is seemingly impossible to find out.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Helmed_Demon_(5e_Creature)&diff=1390290Helmed Demon (5e Creature)2020-10-08T13:56:45Z<p>Greater oni: /* Helmed Demon */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Helmed Demon==<br />
{{5e Creature<br />
|size=Medium<!--be sure to capitalize--><br />
|type=Abomination<br />
|race=human, elf or tiefling<!--optional for humanoids, delete line otherwise--><br />
|alignment=Chaotic Evil<br />
|ac=18<br />
|armor=Cage Helmet<!--natural armor, specific armor type, or delete line --><br />
|hd=16<!--number of hit dice (automatically calculates average hit points, use for SRD sizes)--><br />
|hp=88<!--average number of hit points (use for homebrew sizes)--><br />
|hpdice=<!--number of hit dice + Constitution modifier (use for homebrew sizes)--><br />
|speed=50 ft., climb 30 ft.<br />
|str=13<br />
|dex=16<br />
|con=15<br />
|int=12<br />
|wis=16<br />
|cha=18<br />
|saves={{5E|Con}} +4, {{5E|Dex}} +5<br />
|skills={{5s|Insight}} +5<br />
|di=psychic<br />
|ci=blinded, charmed, frightened<br />
|dr=force, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br />
|dv=thunder<br />
|senses=blindsight 100 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash; Abyssal, Common, telepathy 100 ft.<br />
|cr=8<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Cage Helmet.''''' The Helmed Demon's magically sealed helmet provides powerful defence against mental manipulation. The Helmed Demon is immune to psychic damage, immune to being charmed and immune to being frightened. The Cage Helmet cannot be removed from the Helmed Demons head.<br />
<br />
'''''Force Tendrils.''''' The Helmed Demon has four invisible, invincible tendrils made from force that stem from the top of the creatures spine. It uses the tendrils to move about quickly. The Helmed Demon ignores difficult terrain and is able to cross pits of up to 10 ft. wide as if they were regular terrain. The Helmed Demon cannot end its movement over a pit. The Helmed Demon does not expend any movement when standing from prone.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''' The Helmed Demon makes up to four Force Tendril or Tendril Grapple attacks. It can make one less attack for each creature it has grappled.<br />
<br />
'''''Force Tendril.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 4 (1d4 + 5) magical piercing damage and 2 (1d4) force damage. The Force Tendril attack ignores AC bonuses granted by non-magical armor and non-magical shields.<br />
<br />
'''''Tendril Grapple.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 2 (1d4) force damage. A medium or smaller creature hit by the Tendril Grapple is automatically grappled and restrained. A creature can use their action to try and escape by passing a DC16 Strength saving throw. A maximum of two creatures can be effected by Tendril Grapple at one time.<br />
<br />
'''''Plane Shift. (2/day)''''' The Helmed Demon casts the Plane Shift spell targeting itself or any one of the creatures it has grappled. The grappled target must pass a DC14 Charisma saving throw. It can only shift between the Material Plane and the Abyss.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Tendril Shield.''''' The Helmed Demon wraps its tendrils around itself in self defence. The Helmed Demons AC is increased by 5 and becomes immune to Magic Missile until the beginning of its turn. The Helmed Demon cannot move while in this state. If the Helmed Demon uses the Tendril Shield while it has creatures grappled, those creatures are immediately released.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|https://www.dandwiki.com/wiki/File:Helmed_Demon.png|By Greater Oni}}</div><br />
<br />
Helmed Demons are mysterious, humanoid creatures that often appear on the outskirts of towns and cities or within large, old cemeteries. They will pretend to be mourners or lost travellers who have had the strange helmet they wear forcefully stuck on their head. After luring in vulnerable individuals, they will attempt to slay any males and kidnap females. Quick to sweep up females into the grasps of their invisible tendrils, they will then warp the females into the deep Abyss where those women will be forced to undergo the same horrific ritual they endured.<br />
It is unknown who or what created the first Helmed Demon, but they now seem to be trapped in a self perpetuating cycle.<br />
<br />
The Helmed Demons source of strength is its powerful Force Tendrils. Seemingly manifested from the trauma caused by the Cage Helmet, the helmet generates the magic to form the tentacles from the pain of the wearer. It is unknown what the head looks like beneath the helmet and it is seemingly impossible to find out.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Helmed_Demon_(5e_Creature)&diff=1390289Helmed Demon (5e Creature)2020-10-08T13:55:22Z<p>Greater oni: /* Helmed Demon */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Helmed Demon==<br />
{{5e Creature<br />
|size=Medium<!--be sure to capitalize--><br />
|type=Abomination<br />
|race=human, elf or tiefling<!--optional for humanoids, delete line otherwise--><br />
|alignment=Chaotic Evil<br />
|ac=18<br />
|armor=Cage Helmet<!--natural armor, specific armor type, or delete line --><br />
|hd=16<!--number of hit dice (automatically calculates average hit points, use for SRD sizes)--><br />
|hp=88<!--average number of hit points (use for homebrew sizes)--><br />
|hpdice=<!--number of hit dice + Constitution modifier (use for homebrew sizes)--><br />
|speed=50 ft., climb 30 ft.<br />
|str=13<br />
|dex=16<br />
|con=15<br />
|int=12<br />
|wis=16<br />
|cha=18<br />
|saves={{5E|Con}} +4, {{5E|Dex}} +5<br />
|skills={{5s|Insight}} +5<br />
|di=psychic<br />
|ci=blinded, charmed, frightened<br />
|dr=force, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br />
|dv=thunder<br />
|senses=blindsight 100 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash; Abyssal, Common, telepathy 100 ft.<br />
|cr=8<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Cage Helmet.''''' The Helmed Demon's magically sealed helmet provides powerful defence against mental manipulation. The Helmed Demon is immune to psychic damage, immune to being charmed and immune to being frightened. The Cage Helmet cannot be removed from the Helmed Demons head.<br />
<br />
'''''Force Tendrils.''''' The Helmed Demon has four invisible, invincible tendrils made from force that stem from the top of the creatures spine. It uses the tendrils to move about quickly. The Helmed Demon ignores difficult terrain and is able to cross pits of up to 10 ft. wide as if they were regular terrain. The Helmed Demon cannot end its movement over a pit. The Helmed Demon does not expend any movement when standing from prone.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''' The Helmed Demon makes up to four Force Tendril or Tendril Grapple attacks. It can make one less attack for each creature it has grappled.<br />
<br />
'''''Force Tendril.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 4 (1d4 + 5) magical piercing damage and 2 (1d4) force damage. The Force Tendril attack ignores AC bonuses granted by non-magical armor and non-magical shields.<br />
<br />
'''''Tendril Grapple.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 2 (1d4) force damage. A medium or smaller creature hit by the Tendril Grapple is automatically grappled and restrained. A creature can use their action to try and escape by passing a DC16 Strength saving throw. A maximum of two creatures can be effected by Tendril Grapple at one time.<br />
<br />
'''''Plane Shift. (2/day)''''' The Helmed Demon casts the Plane Shift spell targeting itself or any one of the creatures it has grappled. The grappled target must pass a DC14 Charisma saving throw. It can only shift between the Material Plane and the Abyss.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Tendril Shield.''''' The Helmed Demon wraps its tendrils around itself in self defence. The Helmed Demons AC is increased by 5 and becomes immune to Magic Missile until the beginning of its turn. The Helmed Demon cannot move while in this state. If the Helmed Demon uses the Tendril Shield while it has creatures grappled, those creatures are immediately released.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|https://www.dandwiki.com/wiki/File:Helmed_Demon.png|By Greater_Oni}}</div><br />
<br />
Helmed Demons are mysterious, humanoid creatures that often appear on the outskirts of towns and cities or within large, old cemeteries. They will pretend to be mourners or lost travellers who have had the strange helmet they wear forcefully stuck on their head. After luring in vulnerable individuals, they will attempt to slay any males and kidnap females. Quick to sweep up females into the grasps of their invisible tendrils, they will then warp the females into the deep Abyss where those women will be forced to undergo the same horrific ritual they endured.<br />
It is unknown who or what created the first Helmed Demon, but they now seem to be trapped in a self perpetuating cycle.<br />
<br />
The Helmed Demons source of strength is its powerful Force Tendrils. Seemingly manifested from the trauma caused by the Cage Helmet, the helmet generates the magic to form the tentacles from the pain of the wearer. It is unknown what the head looks like beneath the helmet and it is seemingly impossible to find out.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Helmed_Demon_(5e_Creature)&diff=1390288Helmed Demon (5e Creature)2020-10-08T13:54:55Z<p>Greater oni: </p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Helmed Demon==<br />
{{5e Creature<br />
|size=Medium<!--be sure to capitalize--><br />
|type=Abomination<br />
|race=human, elf or tiefling<!--optional for humanoids, delete line otherwise--><br />
|alignment=Chaotic Evil<br />
|ac=18<br />
|armor=Cage Helmet<!--natural armor, specific armor type, or delete line --><br />
|hd=16<!--number of hit dice (automatically calculates average hit points, use for SRD sizes)--><br />
|hp=88<!--average number of hit points (use for homebrew sizes)--><br />
|hpdice=<!--number of hit dice + Constitution modifier (use for homebrew sizes)--><br />
|speed=50 ft., climb 30 ft.<br />
|str=13<br />
|dex=16<br />
|con=15<br />
|int=12<br />
|wis=16<br />
|cha=18<br />
|saves={{5E|Con}} +4, {{5E|Dex}} +5<br />
|skills={{5s|Insight}} +5<br />
|di=psychic<br />
|ci=blinded, charmed, frightened<br />
|dr=force, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br />
|dv=thunder<br />
|senses=blindsight 100 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash; Abyssal, Common, telepathy 100 ft.<br />
|cr=6<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Cage Helmet.''''' The Helmed Demon's magically sealed helmet provides powerful defence against mental manipulation. The Helmed Demon is immune to psychic damage, immune to being charmed and immune to being frightened. The Cage Helmet cannot be removed from the Helmed Demons head.<br />
<br />
'''''Force Tendrils.''''' The Helmed Demon has four invisible, invincible tendrils made from force that stem from the top of the creatures spine. It uses the tendrils to move about quickly. The Helmed Demon ignores difficult terrain and is able to cross pits of up to 10 ft. wide as if they were regular terrain. The Helmed Demon cannot end its movement over a pit. The Helmed Demon does not expend any movement when standing from prone.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''' The Helmed Demon makes up to four Force Tendril or Tendril Grapple attacks. It can make one less attack for each creature it has grappled.<br />
<br />
'''''Force Tendril.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 4 (1d4 + 5) magical piercing damage and 2 (1d4) force damage. The Force Tendril attack ignores AC bonuses granted by non-magical armor and non-magical shields.<br />
<br />
'''''Tendril Grapple.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 2 (1d4) force damage. A medium or smaller creature hit by the Tendril Grapple is automatically grappled and restrained. A creature can use their action to try and escape by passing a DC16 Strength saving throw. A maximum of two creatures can be effected by Tendril Grapple at one time.<br />
<br />
'''''Plane Shift. (2/day)''''' The Helmed Demon casts the Plane Shift spell targeting itself or any one of the creatures it has grappled. The grappled target must pass a DC14 Charisma saving throw. It can only shift between the Material Plane and the Abyss.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Tendril Shield.''''' The Helmed Demon wraps its tendrils around itself in self defence. The Helmed Demons AC is increased by 5 and becomes immune to Magic Missile until the beginning of its turn. The Helmed Demon cannot move while in this state. If the Helmed Demon uses the Tendril Shield while it has creatures grappled, those creatures are immediately released.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|https://www.dandwiki.com/wiki/File:Helmed_Demon.png|By Greater_Oni}}</div><br />
<br />
Helmed Demons are mysterious, humanoid creatures that often appear on the outskirts of towns and cities or within large, old cemeteries. They will pretend to be mourners or lost travellers who have had the strange helmet they wear forcefully stuck on their head. After luring in vulnerable individuals, they will attempt to slay any males and kidnap females. Quick to sweep up females into the grasps of their invisible tendrils, they will then warp the females into the deep Abyss where those women will be forced to undergo the same horrific ritual they endured.<br />
It is unknown who or what created the first Helmed Demon, but they now seem to be trapped in a self perpetuating cycle.<br />
<br />
The Helmed Demons source of strength is its powerful Force Tendrils. Seemingly manifested from the trauma caused by the Cage Helmet, the helmet generates the magic to form the tentacles from the pain of the wearer. It is unknown what the head looks like beneath the helmet and it is seemingly impossible to find out.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Helmed_Demon_(5e_Creature)&diff=1390287Helmed Demon (5e Creature)2020-10-08T13:53:52Z<p>Greater oni: /* Helmed Demon */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Helmed Demon==<br />
{{5e Creature<br />
|size=Medium<!--be sure to capitalize--><br />
|type=Abomination<br />
|race=human, elf or tiefling<!--optional for humanoids, delete line otherwise--><br />
|alignment=Chaotic Evil<br />
|ac=18<br />
|armor=Cage Helmet<!--natural armor, specific armor type, or delete line --><br />
|hd=16<!--number of hit dice (automatically calculates average hit points, use for SRD sizes)--><br />
|hp=88<!--average number of hit points (use for homebrew sizes)--><br />
|hpdice=<!--number of hit dice + Constitution modifier (use for homebrew sizes)--><br />
|speed=50 ft., climb 30 ft.<br />
|str=13<br />
|dex=16<br />
|con=15<br />
|int=12<br />
|wis=16<br />
|cha=18<br />
|saves={{5E|Con}} +4, {{5E|Dex}} +5<br />
|skills={{5s|Insight}} +5<br />
|di=psychic<br />
|ci=blinded, charmed, frightened<br />
|dr=force, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br />
|dv=thunder<br />
|senses=blindsight 100 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash; Abyssal, Common, telepathy 100 ft.<br />
|cr=6<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Cage Helmet.''''' The Helmed Demon's magically sealed helmet provides powerful defence against mental manipulation. The Helmed Demon is immune to psychic damage, immune to being charmed and immune to being frightened. The Cage Helmet cannot be removed from the Helmed Demons head.<br />
<br />
'''''Force Tendrils.''''' The Helmed Demon has four invisible, invincible tendrils made from force that stem from the top of the creatures spine. It uses the tendrils to move about quickly. The Helmed Demon ignores difficult terrain and is able to cross pits of up to 10 ft. wide as if they were regular terrain. The Helmed Demon cannot end its movement over a pit. The Helmed Demon does not expend any movement when standing from prone.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''' The Helmed Demon makes up to four Force Tendril or Tendril Grapple attacks. It can make one less attack for each creature it has grappled.<br />
<br />
'''''Force Tendril.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 4 (1d4 + 5) magical piercing damage and 2 (1d4) force damage. The Force Tendril attack ignores AC bonuses granted by non-magical armor and non-magical shields.<br />
<br />
'''''Tendril Grapple.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 2 (1d4) force damage. A medium or smaller creature hit by the Tendril Grapple is automatically grappled and restrained. A creature can use their action to try and escape by passing a DC16 Strength saving throw. A maximum of two creatures can be effected by Tendril Grapple at one time.<br />
<br />
'''''Plane Shift. (2/day)''''' The Helmed Demon casts the Plane Shift spell targeting itself or any one of the creatures it has grappled. The grappled target must pass a DC14 Charisma saving throw. It can only shift between the Material Plane and the Abyss.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Tendril Shield.''''' The Helmed Demon wraps its tendrils around itself in self defence. The Helmed Demons AC is increased by 5 and becomes immune to Magic Missile until the beginning of its turn. The Helmed Demon cannot move while in this state. If the Helmed Demon uses the Tendril Shield while it has creatures grappled, those creatures are immediately released.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|https://www.dandwiki.com/wiki/File:Helmed_Demon.png|By Greater_Oni}}</div><br />
<br />
Helmed Demons are mysterious, humanoid creatures that often appear on the outskirts of towns and cities or within large, old cemeteries. They will pretend to be mourners or lost travellers who have had the strange helmet they wear forcefully stuck on their head. After luring in vulnerable individuals, they will attempt to slay any males and kidnap females. Quick to sweep up females into the grasps of their invisible tendrils, they will then warp the females into the deep Abyss where those women will be forced to undergo the same horrific ritual they endured.<br />
It is unknown who or what created the first Helmed Demon, but they now seem to be trapped in a self perpetuating cycle.<br />
<br />
The Helmed Demons source of strength is its powerful Force Tendrils. Seemingly manifested from the trauma caused by the Cage Helmet, the helmet generates the magic to form the tentacles from the pain of the wearer.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Helmed_Demon_(5e_Creature)&diff=1390286Helmed Demon (5e Creature)2020-10-08T13:51:39Z<p>Greater oni: Created page with "{{stub|Incomplete. See the 5e Creature Design Guide if you need help.}} <!--Category:NPC--> <!--Category:Miscellaneous Creature--> ==Helmed Demon== {{5e Creature |..."</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Helmed Demon==<br />
{{5e Creature<br />
|size=Medium<!--be sure to capitalize--><br />
|type=Abomination<br />
|race=human, elf or tiefling<!--optional for humanoids, delete line otherwise--><br />
|alignment=Chaotic Evil<br />
|ac=18<br />
|armor=Cage Helmet<!--natural armor, specific armor type, or delete line --><br />
|hd=16<!--number of hit dice (automatically calculates average hit points, use for SRD sizes)--><br />
|hp=88<!--average number of hit points (use for homebrew sizes)--><br />
|hpdice=<!--number of hit dice + Constitution modifier (use for homebrew sizes)--><br />
|speed=50 ft., climb 30 ft.<br />
|str=13<br />
|dex=16<br />
|con=15<br />
|int=12<br />
|wis=16<br />
|cha=18<br />
|saves={{5E|Con}} +4, {{5E|Dex}} +5<br />
|skills={{5s|Insight}} +5<br />
|di=psychic<br />
|ci=blinded, charmed, frightened<br />
|dr=force, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<br />
|dv=thunder<br />
|senses=blindsight 100 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash; Abyssal, Common, telepathy 100 ft.<br />
|cr=6<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Cage Helmet.''''' The Helmed Demon's magically sealed helmet provides powerful defence against mental manipulation. The Helmed Demon is immune to psychic damage, immune to being charmed and immune to being frightened. The Cage Helmet cannot be removed from the Helmed Demons head.<br />
<br />
'''''Force Tendrils.''''' The Helmed Demon has four invisible, invincible tendrils made from force that stem from the top of the creatures spine. It uses the tendrils to move about quickly. The Helmed Demon ignores difficult terrain and is able to cross pits of up to 10 ft. wide as if they were regular terrain. The Helmed Demon cannot end its movement over a pit. The Helmed Demon does not expend any movement when standing from prone.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''' The Helmed Demon makes up to four Force Tendril or Tendril Grapple attacks. It can make one less attack for each creature it has grappled.<br />
<br />
'''''Force Tendril.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 4 (1d4 + 5) magical piercing damage and 2 (1d4) force damage. The Force Tendril attack ignores AC bonuses granted by non-magical armor and non-magical shields.<br />
<br />
'''''Tendril Grapple.''' Melee Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 2 (1d4) force damage. A medium or smaller creature hit by the Tendril Grapple is automatically grappled and restrained. A creature can use their action to try and escape by passing a DC16 Strength saving throw. A maximum of two creatures can be effected by Tendril Grapple at one time.<br />
<br />
'''''Plane Shift. (2/day)''''' The Helmed Demon casts the Plane Shift spell targeting itself or any one of the creatures it has grappled. The grappled target must pass a DC14 Charisma saving throw. It can only shift between the Material Plane and the Abyss.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Tendril Shield.''''' The Helmed Demon wraps its tendrils around itself in self defence. The Helmed Demons AC is increased by 5 and becomes immune to Magic Missile until the beginning of its turn. The Helmed Demon cannot move while in this state. If the Helmed Demon uses the Tendril Shield while it has creatures grappled, those creatures are immediately released.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<https://www.dandwiki.com/wiki/File:Helmed_Demon.png>|By Greater_Oni}}</div><br />
<br />
Helmed Demons are mysterious, humanoid creatures that often appear on the edges of towns or within large, old cemeteries. They will pretend to be mourners or lost travellers who have had the strange helmet they wear become stuck on their head. After luring in vulnerable individuals, they will attempt to slay any males and kidnap females. Quick to sweep up females into the grasps of their invisible tendrils, they will then warp the females into the deep Abyss where those women will be forced to undergo the same horrific ritual they endured.<br />
It is unknown who or what created the first Helmed Demon, but they now seem to be trapped in a self perpetuating cycle.<br />
<br />
The Helmed Demons source of strength is its powerful Force Tendrils. Seemingly manifested from the trauma caused by the Cage Helmet, the helmet generates the magic to form the tentacles from the pain of the wearer.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=File:Helmed_Demon.png&diff=1390285File:Helmed Demon.png2020-10-08T13:50:21Z<p>Greater oni: Drawn by Greater_Oni</p>
<hr />
<div>== Summary ==<br />
Drawn by Greater_Oni<br />
== Licensing ==<br />
{{cc-by-sa-3.0}}</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Ophimoth_(5e_Creature)&diff=1336615Ophimoth (5e Creature)2020-05-17T16:56:05Z<p>Greater oni: /* Ophimoth */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ophimoth==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Lawful Evil<br />
|ac=17<br />
|armor=Natural Armor<br />
|hd=22<br />
|speed=50 ft.<br />
|str=22<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=17<br />
|cha=8<br />
|saves=Con +10, Dex +9, Str +11<br />
|skills= Arcana +9, Athletics +11, Insight +9, Investigation +10<br />
|di=Bludgeoning, piercing and slashing from non-magical attacks<br />
|dr=Acid, Psychic<br />
|dv=Attacks from Adamantine weapons, Force<br />
|senses=darkvision 60 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash;Sylvan plus any combination of Abyssal, Common, Celestial, Draconic, Infernal and Undercommon<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Innately Magical.''''' The Ophimoth's Unarmed Strike attack and Trample are magical and deal an additional 1d8 force damage (included in the attacks).<br />
<br />
'''''Weapon Master.''''' Due to an Ophimoths obsession with seeking powerful, magical artefacts and combating strong opponents, they have mastered combat with all weapon types. The Ophimoth adds +5 to all melee or ranged weapon attack rolls (but not to damage). The Ophimoth will also choose to acquire new, more powerful weapons whenever it has an opportunity. It can have one melee weapon and one ranged weapon equipped at a time.<br />
<br />
'''''Stone Skeleton.''''' The Ophimoth's bones are made from a hard, granite-like material. The Ophimoth is incredibly heavy due to this, weighing around 3000 - 3500lbs. The Ophimoth also is vulnerable to attacks from Adamantine weapons. <br />
<br />
'''''Ethereal Wanderer.''''' The Ophimoth unintentionally phases from plane to plane, allowing itself to drift across existance. They are somehow drawn to places where powerful artefacts or creatures reside. Due to the creatures etheral nature, it is never completely tangible on a plane where it appears. The Ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.<br />
After 1d6 x 10 hours, the Ophimoth will fade away to another plane.<br />
<br />
'''''Limited Magical Immunity.''''' The Ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.<br />
<br />
'''''Reincarnation.''''' When an Ophimoth's hit points are reduced to 0, its body distegrates leaving behind any items and equipment that it had. The Ophimoth is then resurrected 1d10 x 3 days later in the Feywilds with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.<br />
<br />
'''''Trample.''''' If the Ophimoth moves at least 20ft. straight toward a target and then moves through the target, the target creature must make a DC16 Dexterity saving throw. An unsuccessful creature takes 4d6 bludgeoning and 1d8 force damage. A successful creature takes half damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Ophimoth can make up to two Unarmed Strikes.<br />
<br />
'''''Unarmed Strike.''' Melee Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4 + 6) slashing and 4 (1d8) force damage.<br />
<br />
'''''Force Spear. (Recharge 6)''''' The Ophimoth raises its empty hand above its head and conjures a spear made of pure force magic. It then hurls the spear at a creature that it can see within 100ft. The target creature must make a DC17 Dexterity saving throw. An unsuccessful creature takes 6d6 force damage. A successful creature takes half damage.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Riposte.''''' When a creature misses the Ophimoth with a melee attack, it can use it's reaction to make a melee weapon attack against the creature.<br />
<br />
|description=<br />
Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.<br />
<br />
6ft. tall, quadrepedal creatures, Ophimoths when seen at a distance can be easily mistaken for Centaurs, but on closer inspection they are scaley and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns,hooves, clawed hands and a dragon-like tail, the Ophimoths are incredibly intimidating creatures.<br />
<br />
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities.<br />
To those who are unfamiliar with the creatures their appearance can seem completely random and is often devestating, as they will quickly slay all nearby them with a wonderous, magical aresenal of rare weapons, just so that they can recover whatever beckoned them forth from the Ether without interruption.<br />
<br />
If a creature successfully bests an Ophimoth in combat, the Ophimoth will leave the magical items it has collected as a reward to the victor.<br />
<br />
It is unknown as to where the Ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywilds, as the only consistent factor between Ophimoth encounters (that has been noted) is that they can all speak Sylvan where not all Ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.<br />
<br />
In a seemingly impossible case, it was recorded that a Halfling Bard named Broken-string Luet managed to convince a Ophimoth to take a non-hostile approach to recovering a Vorpal Sword. The smooth-talking Bard claimed he convinced the Ophimoth into trading a Wand of Lordly Might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Ophimoth_(5e_Creature)&diff=1336613Ophimoth (5e Creature)2020-05-17T16:53:24Z<p>Greater oni: /* Ophimoth */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ophimoth==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Lawful Evil<br />
|ac=17<br />
|armor=Natural Armor<br />
|hd=22<br />
|speed=50 ft.<br />
|str=22<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=17<br />
|cha=8<br />
|saves=Con +10, Dex +9, Str +11<br />
|skills= Arcana +9, Athletics +11, Insight +9, Investigation +10<br />
|di=Bludgeoning, piercing and slashing from non-magical attacks<br />
|dr=Acid, Psychic<br />
|dv=Attacks from Adamantine weapons, Force<br />
|senses=darkvision 60 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash;Sylvan plus any combination of Abyssal, Common, Celestial, Draconic, Infernal and Undercommon<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Innately Magical.''''' The Ophimoth's Unarmed Strike attack and Trample are magical and deal an additional 1d8 force damage (included in the attacks).<br />
<br />
'''''Weapon Master.''''' Due to an Ophimoths obsession with seeking powerful, magical artefacts and combating strong opponents, they have mastered combat with all weapon types. The Ophimoth adds +5 to all melee or ranged weapon attack rolls (but not to damage). The Ophimoth will also choose to acquire new, more powerful weapons whenever it has an opportunity. It can have one melee weapon and one ranged weapon equipped at a time.<br />
<br />
'''''Stone Skeleton.''''' The Ophimoth's bones are made from a hard, granite-like material. The Ophimoth is incredibly heavy due to this, weighing around 3000 - 3500lbs. The Ophimoth also is vulnerable to attacks from Adamantine weapons. <br />
<br />
'''''Ethereal Wanderer.''''' The Ophimoth unintentionally phases from plane to plane, allowing itself to drift across existance. They are somehow drawn to places where powerful artefacts or creatures reside. Due to the creatures etheral nature, it is never completely tangible on a plane where it appears. The Ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.<br />
After 1d6 x 10 hours, the Ophimoth will fade away to another plane.<br />
<br />
'''''Limited Magical Immunity.''''' The Ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.<br />
<br />
'''''Reincarnation.''''' When an Ophimoth's hit points are reduced to 0, its body distegrates leaving behind any items and equipment that it had. The Ophimoth is then resurrected 1d10 x 3 days later in the Feywilds with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.<br />
<br />
'''''Trample.''''' If the Ophimoth moves at least 20ft. straight toward a target and then moves through the target, the target creature must make a DC16 Dexterity saving throw. An unsuccessful creature takes 4d6 bludgeoning and 1d8 force damage. A successful creature takes half damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Ophimoth can make up to two Unarmed Strikes.<br />
<br />
'''''Unarmed Strike.''' Melee Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4 + 6) slashing and 4 (1d8) force damage.<br />
<br />
'''''Force Spear. (Recharge 6)''''' The Ophimoth raises its empty hand above its head and conjures a spear made of pure force magic. It then hurls the spear at a creature that it can see within 100ft. The target creature must make a DC17 Dexterity saving throw. An unsuccessful creature takes 6d6 force damage. A successful creature takes half damage.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Riposte.''''' When a creature misses the Ophimoth with a melee attack, it can use it's reaction to make a melee weapon attack against the creature.<br />
<br />
|description=<br />
Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.<br />
<br />
6ft. tall, quadrepedal creatures, Ophimoths when seen at a distance can be easily mistaken for Centaurs, but on closer inspection they are scaley and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns,hooves, clawed hands and a dragon-like tail, the Ophimoths are incredibly intimidating creatures.<br />
<br />
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities.<br />
To those who are unfamiliar with the creatures, their appearance seems completely random and is often devestating, as they quickly slay all nearby them with wonderous, magical aresenals so that they can recover whatever beckoned them forth from the ether without interruption.<br />
<br />
If a creature successfully bests an Ophimoth in combat, the Ophimoth will leave the magical items it has collected as a reward to the victor.<br />
<br />
It is unknown as to where the Ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywilds, as the only consistent factor between Ophimoth encounters (that has been noted) is that they can all speak Sylvan where not all Ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.<br />
<br />
In a seemingly impossible case, it was recorded that a Halfling Bard named Broken-string Luet managed to convince a Ophimoth to take a non-hostile approach to recovering a Vorpal Sword. The smooth-talking Bard claimed he convinced the Ophimoth into trading a Wand of Lordly Might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Ophimoth_(5e_Creature)&diff=1336611Ophimoth (5e Creature)2020-05-17T16:50:54Z<p>Greater oni: /* Ophimoth */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ophimoth==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Lawful Evil<br />
|ac=17<br />
|armor=Natural Armor<br />
|hd=22<br />
|speed=50 ft.<br />
|str=22<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=17<br />
|cha=8<br />
|saves=Con +10, Dex +9, Str +11<br />
|skills= Arcana +9, Athletics +11, Insight +9, Investigation +10<br />
|di=Bludgeoning, piercing and slashing from non-magical attacks<br />
|dr=Acid, Psychic<br />
|dv=Attacks from Adamantine weapons, Force<br />
|senses=darkvision 60 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash;Sylvan plus any combination of Abyssal, Common, Celestial, Draconic, Infernal and Undercommon<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Innately Magical.''''' The Ophimoth's Unarmed Strike attack and Trample are magical and deal an additional 1d8 force damage (included in the attacks).<br />
<br />
'''''Weapon Master.''''' Due to an Ophimoths obsession with seeking powerful, magical artefacts and combating strong opponents, they have mastered combat with all weapon types. The Ophimoth adds +5 to all melee or ranged weapon attack rolls (but not to damage). The Ophimoth will also choose to acquire new, more powerful weapons whenever it has an opportunity. It can have one melee weapon and one ranged weapon equipped at a time.<br />
<br />
'''''Stone Skeleton.''''' The Ophimoth's bones are made from a hard, granite-like material. The Ophimoth is incredibly heavy due to this, weighing around 3000 - 3500lbs. The Ophimoth also is vulnerable to attacks from Adamantine weapons. <br />
<br />
'''''Ethereal Wanderer.''''' The Ophimoth unintentionally phases from plane to plane, allowing itself to drift across existance. They are somehow drawn to places where powerful artefacts or creatures reside. Due to the creatures etheral nature, it is never completely tangible on a plane where it appears. The Ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.<br />
After 1d6 x 10 hours, the Ophimoth will fade away to another plane.<br />
<br />
'''''Limited Magical Immunity.''''' The Ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.<br />
<br />
'''''Reincarnation.''''' When an Ophimoth's hit points are reduced to 0, its body distegrates leaving behind any items and equipment that it had. The Ophimoth is then resurrected 1d10 x 3 days later in the Feywilds with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.<br />
<br />
'''''Trample.''''' If the Ophimoth moves at least 20ft. straight toward a target and then moves through the target, the target creature must make a DC16 Dexterity saving throw. An unsuccessful creature takes 4d6 bludgeoning and 1d8 force damage. A successful creature takes half damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Ophimoth can make up to two Unarmed Strikes.<br />
<br />
'''''Unarmed Strike.''' Melee Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4 + 6) slashing and 4 (1d8) force damage.<br />
<br />
'''''Force Spear. (Recharge 6)''''' The Ophimoth raises its empty hand above its head and conjures a spear made of pure force magic. It then hurls the spear at a creature that it can see within 100ft. The target creature must make a DC17 Dexterity saving throw. An unsuccessful creature takes 6d6 force damage. A successful creature takes half damage.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Riposte.''''' When a creature misses the Ophimoth with a melee attack, it can use it's reaction to make a melee weapon attack against the creature.<br />
<br />
|description=<br />
Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.<br />
<br />
Usually around 6ft. tall, quadrepedal creatures, Ophimoths when seen at a distance can be easily mistaken for Centaurs, but on closer inspection they are scaley and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns, a dragon-like tail and clawed hands, the Ophimoths are incredibly intimidating creatures.<br />
<br />
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities.<br />
To those who are unfamiliar with the creatures, their appearance seems completely random and is often devestating, as they quickly slay all nearby them with wonderous, magical aresenals so that they can recover whatever beckoned them forth from the ether without interruption.<br />
<br />
If a creature successfully bests an Ophimoth in combat, the Ophimoth will leave the magical items it has collected as a reward to the victor.<br />
<br />
It is unknown as to where the Ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywilds, as the only consistent factor between Ophimoth encounters (that has been noted) is that they can all speak Sylvan where not all Ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.<br />
<br />
In a seemingly impossible case, it was recorded that a Halfling Bard named Broken-string Luet managed to convince a Ophimoth to take a non-hostile approach to recovering a Vorpal Sword. The smooth-talking Bard claimed he convinced the Ophimoth into trading a Wand of Lordly Might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Ophimoth_(5e_Creature)&diff=1336610Ophimoth (5e Creature)2020-05-17T16:50:07Z<p>Greater oni: /* Ophimoth */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ophimoth==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Lawful Evil<br />
|ac=17<br />
|armor=Natural Armor<br />
|hd=22<br />
|speed=50 ft.<br />
|str=22<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=17<br />
|cha=8<br />
|saves=Con +10, Dex +9, Str +11<br />
|skills= Arcana +9, Athletics +11, Insight +9, Investigation +10<br />
|di=Bludgeoning, piercing and slashing from non-magical attacks<br />
|dr=Acid, Psychic<br />
|dv=Attacks from Adamantine weapons, Force<br />
|senses=darkvision 60 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash;Sylvan plus any combination of Abyssal, Common, Celestial, Draconic, Infernal and Undercommon<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Innately Magical.''''' The Ophimoth's Unarmed Strike attack and Trample are magical and deal an additional 1d8 force damage (included in the attacks).<br />
<br />
'''''Weapon Master.''''' Due to an Ophimoths obsession with seeking powerful, magical artefacts and combating strong opponents, they have mastered combat with all weapon types. The Ophimoth adds +5 to all melee or ranged weapon attack rolls (but not to damage). The Ophimoth will also choose to acquire new, more powerful weapons whenever it has an opportunity. It can have one melee weapon and one ranged weapon equipped at a time.<br />
<br />
'''''Stone Skeleton.''''' The Ophimoth's bones are made from a hard, granite-like material. The Ophimoth is incredibly heavy due to this, weighing around 3000 - 3500lbs. The Ophimoth also is vulnerable to attacks from Adamantine weapons. <br />
<br />
'''''Ethereal Wanderer.''''' The Ophimoth unintentionally phases from plane to plane, allowing itself to drift across existance. They are somehow drawn to places where powerful artefacts or creatures reside. Due to the creatures etheral nature, it is never completely tangible on a plane where it appears. The Ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.<br />
After 1d6 x 10 hours, the Ophimoth will fade away to another plane.<br />
<br />
'''''Limited Magical Immunity.''''' The Ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.<br />
<br />
'''''Reincarnation.''''' When an Ophimoth's hit points are reduced to 0, its body distegrates leaving behind any items and equipment that it had. The Ophimoth is then resurrected 1d10 x 3 days later in the Feywilds with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.<br />
<br />
'''''Trample.''''' If the Ophimoth moves at least 20ft. straight toward a target and then moves through the target, the target creature must make a DC16 Dexterity saving throw. An unsuccessful creature takes 4d6 bludgeoning and 1d8 force damage. A successful creature takes half damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Ophimoth can make up to two Unarmed Strikes.<br />
<br />
'''''Unarmed Strike.''' Melee Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4 + 6) slashing and 4 (1d8) force damage.<br />
<br />
'''''Force Spear. (Recharge 6)''''' The Ophimoth raises its empty hand above its head and conjures a spear made of pure force magic. It then hurls the spear at a creature that it can see within 100ft. The target creature must make a DC17 Dexterity saving throw. An unsuccessful creature takes 6d6 force damage. A successful creature takes half damage.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Riposte.''''' When a creature misses the Ophimoth with a melee attack, it can use it's reaction and to make a melee weapon attack against the creature.<br />
<br />
|description=<br />
Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.<br />
<br />
Usually around 6ft. tall, quadrepedal creatures, Ophimoths when seen at a distance can be easily mistaken for Centaurs, but on closer inspection they are scaley and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns, a dragon-like tail and clawed hands, the Ophimoths are incredibly intimidating creatures.<br />
<br />
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities.<br />
To those who are unfamiliar with the creatures, their appearance seems completely random and is often devestating, as they quickly slay all nearby them with wonderous, magical aresenals so that they can recover whatever beckoned them forth from the ether without interruption.<br />
<br />
If a creature successfully bests an Ophimoth in combat, the Ophimoth will leave the magical items it has collected as a reward to the victor.<br />
<br />
It is unknown as to where the Ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywilds, as the only consistent factor between Ophimoth encounters (that has been noted) is that they can all speak Sylvan where not all Ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.<br />
<br />
In a seemingly impossible case, it was recorded that a Halfling Bard named Broken-string Luet managed to convince a Ophimoth to take a non-hostile approach to recovering a Vorpal Sword. The smooth-talking Bard claimed he convinced the Ophimoth into trading a Wand of Lordly Might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Ophimoth_(5e_Creature)&diff=1336609Ophimoth (5e Creature)2020-05-17T16:43:22Z<p>Greater oni: /* Ophimoth */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ophimoth==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Lawful Evil<br />
|ac=17<br />
|armor=Natural Armor<br />
|hd=22<br />
|speed=50 ft.<br />
|str=22<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=17<br />
|cha=8<br />
|saves=Con +10, Dex +9, Str +11<br />
|skills= Arcana +9, Athletics +11, Insight +9, Investigation +10<br />
|di=Bludgeoning, piercing and slashing from non-magical attacks<br />
|dr=Acid, Psychic<br />
|dv=Attacks from Adamantine weapons, Force<br />
|senses=darkvision 60 ft., passive {{5s|Perception}} 13<br />
|languages=&mdash;Sylvan plus any combination of Abyssal, Common, Celestial, Draconic, Infernal and Undercommon<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Innately Magical.''''' The Ophimoth's Unarmed Strike attack and Trample are magical and deal an additional 1d8 force damage (included in the attacks).<br />
<br />
'''''Weapon Master.''''' Due to an Ophimoths obsession with seeking powerful, magical artefacts and combating strong opponents, they have mastered combat with all weapon types. The Ophimoth adds +5 to all melee or ranged weapon attack rolls (but not to damage). The Ophimoth will also choose to acquire new, more powerful weapons whenever it has an opportunity. It can have one melee weapon and one ranged weapon equipped at a time.<br />
<br />
'''''Stone Skeleton.''''' The Ophimoth's bones are made from a hard, granite-like material. The Ophimoth is incredibly heavy due to this, weighing around 3000 - 3500lbs. The Ophimoth also is vulnerable to attacks from Adamantine weapons. <br />
<br />
'''''Ethereal Wanderer.''''' The Ophimoth unintentionally phases from plane to plane, allowing itself to drift across existance. They are somehow drawn to places where powerful artefacts or creatures reside. Due to the creatures etheral nature, it is never completely tangible on a plane where it appears. The Ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.<br />
After 1d6 x 10 hours, the Ophimoth will fade away to another plane.<br />
<br />
'''''Limited Magical Immunity.''''' The Ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.<br />
<br />
'''''Reincarnation.''''' When an Ophimoth's hit points are reduced to 0, its body distegrates leaving behind any items and equipment that it had. The Ophimoth is then resurrected 1d10 x 3 days later in the Feywilds with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.<br />
<br />
'''''Trample.''''' If the Ophimoth moves at least 20ft. straight toward a target and then moves through the target, the target creature must make a DC16 Dexterity saving throw. An unsuccessful creature takes 4d6 bludgeoning and 1d8 force damage. A successful creature takes half damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Ophimoth can make up to two Unarmed Strikes.<br />
<br />
'''''Unarmed Strike.''' Melee Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4 + 6) slashing and 4 (1d8) force damage.<br />
<br />
'''''Force Spear. (Recharge 6)''''' The Ophimoth raises its empty hand above its head and conjures a spear made of pure force magic. It hurls then hurls the spear at a creature that it can see within 100ft. The target creature must make a DC17 Dexterity saving throw. An unsuccessful creature takes 6d6 force damage. A successful creature takes half damage.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Riposte.''''' When a creature misses the Ophimoth with a melee attack, it can use it's reaction and to make a melee weapon attack against the creature.<br />
<br />
|description=<br />
Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.<br />
<br />
Usually around 6ft. tall, quadrepedal creatures, Ophimoths when seen at a distance can be easily mistaken for Centaurs, but on closer inspection they are scaley and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns, a dragon-like tail and clawed hands, the Ophimoths are incredibly intimidating creatures.<br />
<br />
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities.<br />
To those who are unfamiliar with the creatures, their appearance seems completely random and is often devestating, as they quickly slay all nearby them with wonderous, magical aresenals so that they can recover whatever beckoned them forth from the ether without interruption.<br />
<br />
If a creature successfully bests an Ophimoth in combat, the Ophimoth will leave the magical items it has collected as a reward to the victor.<br />
<br />
It is unknown as to where the Ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywilds, as the only consistent factor between Ophimoth encounters (that has been noted) is that they can all speak Sylvan where not all Ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.<br />
<br />
In a seemingly impossible case, it was recorded that a Halfling Bard named Broken-string Luet managed to convince a Ophimoth to take a non-hostile approach to recovering a Vorpal Sword. The smooth-talking Bard claimed he convinced the Ophimoth into trading a Wand of Lordly Might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Ophimoth_(5e_Creature)&diff=1336607Ophimoth (5e Creature)2020-05-17T16:38:33Z<p>Greater oni: /* Ophimoth */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ophimoth==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Lawful Evil<br />
|ac=17<br />
|armor=Natural Armor<br />
|hd=22<br />
|speed=50 ft.<br />
|str=22<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=17<br />
|cha=8<br />
|saves=Con +10, Dex +9, Str +11<br />
|skills= Arcana +9, Athletics +11, Insight +9, Investigation +10<br />
|di=Bludgeoning, piercing and slashing from non-magical attacks<br />
|dr=Acid, Psychic<br />
|dv=Attacks from Adamantine weapons, Force<br />
|senses=passive {{5s|Perception}} 13<br />
|languages=&mdash;Sylvan plus any combination of Abyssal, Common, Celestial, Draconic, Infernal and Undercommon<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Innately Magical.''''' The Ophimoth's Unarmed Strike attack and Trample are magical and deal an additional 1d8 force damage (included in the attacks).<br />
<br />
'''''Weapon Master.''''' Due to an Ophimoths obsession with seeking powerful, magical artefacts and combating strong opponents, they have mastered combat with all weapon types. The Ophimoth adds +5 to all melee or ranged weapon attack rolls (but not to damage). The Ophimoth will also choose to acquire new, more powerful weapons whenever it has an opportunity. It can have one melee weapon and one ranged weapon equipped at a time.<br />
<br />
'''''Stone Skeleton.''''' The Ophimoth's bones are made from a hard, granite-like material. The Ophimoth is incredibly heavy due to this, weighing around 3000 - 3500lbs. The Ophimoth also is vulnerable to attacks from Adamantine weapons. <br />
<br />
'''''Ethereal Wanderer.''''' The Ophimoth unintentionally phases from plane to plane, allowing itself to drift across existance. They are somehow drawn to places where powerful artefacts or creatures reside. Due to the creatures etheral nature, it is never completely tangible on a plane where it appears. The Ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.<br />
After 1d6 x 10 hours, the Ophimoth will fade away to another plane.<br />
<br />
'''''Limited Magical Immunity.''''' The Ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.<br />
<br />
'''''Reincarnation.''''' When an Ophimoth's hit points are reduced to 0, its body distegrates leaving behind any items and equipment that it had. The Ophimoth is then resurrected 1d10 x 3 days later in the Feywilds with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.<br />
<br />
'''''Trample.''''' If the Ophimoth moves at least 20ft. straight toward a target and then moves through the target, the target creature must make a DC16 Dexterity saving throw. An unsuccessful creature takes 4d6 bludgeoning and 1d8 force damage. A successful creature takes half damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Ophimoth can make up to two Unarmed Strikes.<br />
<br />
'''''Unarmed Strike.''' Melee Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4 + 6) slashing and 4 (1d8) force damage.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Riposte.''''' When a creature misses the Ophimoth with a melee attack, it can use it's reaction and to make a melee weapon attack against the creature.<br />
<br />
|description=<br />
Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.<br />
<br />
Usually around 6ft. tall, quadrepedal creatures, Ophimoths when seen at a distance can be easily mistaken for Centaurs, but on closer inspection they are scaley and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns, a dragon-like tail and clawed hands, the Ophimoths are incredibly intimidating creatures.<br />
<br />
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities.<br />
To those who are unfamiliar with the creatures, their appearance seems completely random and is often devestating, as they quickly slay all nearby them with wonderous, magical aresenals so that they can recover whatever beckoned them forth from the ether without interruption.<br />
<br />
If a creature successfully bests an Ophimoth in combat, the Ophimoth will leave the magical items it has collected as a reward to the victor.<br />
<br />
It is unknown as to where the Ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywilds, as the only consistent factor between Ophimoth encounters (that has been noted) is that they can all speak Sylvan where not all Ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.<br />
<br />
In a seemingly impossible case, it was recorded that a Halfling Bard named Broken-string Luet managed to convince a Ophimoth to take a non-hostile approach to recovering a Vorpal Sword. The smooth-talking Bard claimed he convinced the Ophimoth into trading a Wand of Lordly Might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Ophimoth_(5e_Creature)&diff=1336604Ophimoth (5e Creature)2020-05-17T16:37:08Z<p>Greater oni: /* Ophimoth */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ophimoth==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Lawful Evil<br />
|ac=17<br />
|armor=Natural Armor<br />
|hd=22<br />
|speed=50 ft.<br />
|str=22<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=17<br />
|cha=8<br />
|saves=Con +10, Dex +9, Str +11<br />
|skills= Arcana +9, Athletics +11, Insight +9, Investigation +10<br />
|di=Bludgeoning, piercing and slashing from non-magical attacks<br />
|dr=Acid, Psychic<br />
|dv=Attacks from Adamantine weapons, Force<br />
|senses=passive {{5s|Perception}} 13<br />
|languages=&mdash;Sylvan plus any combination of Abyssal, Common, Celestial, Draconic, Infernal and Undercommon<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Innately Magical.''''' The Ophimoth's Unarmed Strike attack and Trample are magical and deal an additional 1d8 force damage (included in the attacks).<br />
<br />
'''''Weapon Master.''''' Due to an Ophimoths obsession with seeking powerful, magical artefacts and combating strong opponents, they have mastered combat with all weapon types. The Ophimoth adds +5 to all melee or ranged weapon attack rolls (but not to damage). The Ophimoth will also choose to acquire new, more powerful weapons whenever it has an opportunity. It can have one melee weapon and one ranged weapon equipped at a time.<br />
<br />
'''''Stone Skeleton.''''' The Ophimoth's bones are made from a hard, granite-like material. The Ophimoth is incredibly heavy due to this, weighing around 3000 - 3500lbs. The Ophimoth also is vulnerable to attacks from Adamantine weapons. <br />
<br />
'''''Ethereal Wanderer.''''' The Ophimoth unintentionally phases from plane to plane, allowing itself to drift across existance. They are somehow drawn to places where powerful artefacts or creatures reside. Due to the creatures etheral nature, it is never completely tangible on a plane where it appears. The Ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.<br />
After 1d6 x 10 hours, the Ophimoth will fade away to another plane.<br />
<br />
'''''Limited Magical Immunity.''''' The Ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.<br />
<br />
'''''Reincarnation.''''' When an Ophimoth's hit points are reduced to 0, its body distegrates leaving behind any items and equipment that it had. The Ophimoth is then resurrected 1d10 x 3 days later in the Feywilds with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.<br />
<br />
'''''Trample.''''' If the Ophimoth moves at least 20ft. straight toward a target and then moves through the target, the target creature must make a DC16 Dexterity saving throw. An unsuccessful creature takes 4d6 bludgeoning and 1d8 force damage. A successful creature takes half damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Ophimoth can make up to two Unarmed Strikes.<br />
<br />
'''''Unarmed Strike.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4 + 6) slashing and 4 (1d8) force damage.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Riposte.''''' When a creature misses the Ophimoth with a melee attack, it can use it's reaction and to make a melee weapon attack against the creature.<br />
<br />
|description=<br />
Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.<br />
<br />
Usually around 6ft. tall, quadrepedal creatures, Ophimoths when seen at a distance can be easily mistaken for Centaurs, but on closer inspection they are scaley and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns, a dragon-like tail and clawed hands, the Ophimoths are incredibly intimidating creatures.<br />
<br />
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities.<br />
To those who are unfamiliar with the creatures, their appearance seems completely random and is often devestating, as they quickly slay all nearby them with wonderous, magical aresenals so that they can recover whatever beckoned them forth from the ether without interruption.<br />
<br />
If a creature successfully bests an Ophimoth in combat, the Ophimoth will leave the magical items it has collected as a reward to the victor.<br />
<br />
It is unknown as to where the Ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywilds, as the only consistent factor between Ophimoth encounters (that has been noted) is that they can all speak Sylvan where not all Ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.<br />
<br />
In a seemingly impossible case, it was recorded that a Halfling Bard named Broken-string Luet managed to convince a Ophimoth to take a non-hostile approach to recovering a Vorpal Sword. The smooth-talking Bard claimed he convinced the Ophimoth into trading a Wand of Lordly Might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Ophimoth_(5e_Creature)&diff=1336598Ophimoth (5e Creature)2020-05-17T16:32:39Z<p>Greater oni: /* Ophimoth */</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ophimoth==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Lawful Evil<br />
|ac=17<br />
|armor=Natural Armor<br />
|hd=22<br />
|speed=50 ft.<br />
|str=22<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=17<br />
|cha=8<br />
|saves=Con +10, Dex +9, Str +11<br />
|skills= Arcana +9, Athletics +11, Insight +9, Investigation +10<br />
|di=Bludgeoning, piercing and slashing from non-magical attacks<br />
|dr=Acid, Psychic<br />
|dv=Attacks from Adamantine weapons, Force<br />
|senses=passive {{5s|Perception}} 13<br />
|languages=&mdash;Sylvan plus any combination of Abyssal, Common, Celestial, Draconic, Infernal and Undercommon<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Innately Magical.''''' The Ophimoth's Unarmed Strike attack and Trample are magical and deal an additional 1d8 force damage (included in the attacks).<br />
<br />
'''''Weapon Master.''''' Due to an Ophimoths obsession with seeking powerful, magical artefacts and combating strong opponents, they have mastered combat with all weapon types. The Ophimoth adds +5 to all melee or ranged weapon attack rolls (but not to damage). The Ophimoth will also choose to acquire new, more powerful weapons whenever it has an opportunity. It can have one melee weapon and one ranged weapon equipped at a time.<br />
<br />
'''''Stone Skeleton.''''' The Ophimoth's bones are made from a hard, granite-like material. The Ophimoth is incredibly heavy due to this, weighing around 3000 - 3500lbs. The Ophimoth also is vulnerable to attacks from Adamantine weapons. <br />
<br />
'''''Ethereal Wanderer.''''' The Ophimoth unintentionally phases from plane to plane, allowing itself to drift across existance. They are somehow drawn to places where powerful artefacts or creatures reside. Due to the creatures etheral nature, it is never completely tangible on a plane where it appears. The Ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.<br />
After 1d6 x 10 hours, the Ophimoth will fade away to another plane.<br />
<br />
'''''Limited Magical Immunity.''''' The Ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.<br />
<br />
'''''Reincarnation.''''' When an Ophimoth's hit points are reduced to 0, its body distegrates leaving behind any items and equipment that it had. The Ophimoth is then resurrected 1d10 x 3 days later on another, random plane with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.<br />
<br />
'''''Trample.''''' If the Ophimoth moves at least 20ft. straight toward a target and then moves through the target, the target creature must make a DC16 Dexterity saving throw. An unsuccessful creature takes 4d6 bludgeoning and 1d8 force damage. A successful creature takes half damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Ophimoth can make up to two Unarmed Strikes.<br />
<br />
'''''Unarmed Strike.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4 + 6) slashing and 4 (1d8) force damage.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Riposte.''''' When a creature misses the Ophimoth with a melee attack, it can use it's reaction and to make a melee weapon attack against the creature.<br />
<br />
|description=<br />
Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.<br />
<br />
Usually around 6ft. tall, quadrepedal creatures, Ophimoths when seen at a distance can be easily mistaken for Centaurs, but on closer inspection they are scaley and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns, a dragon-like tail and clawed hands, the Ophimoths are incredibly intimidating creatures.<br />
<br />
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities.<br />
To those who are unfamiliar with the creatures, their appearance seems completely random and is often devestating, as they quickly slay all nearby them with wonderous, magical aresenals so that they can recover whatever beckoned them forth from the ether without interruption.<br />
<br />
If a creature successfully bests an Ophimoth in combat, the Ophimoth will leave the magical items it has collected as a reward to the victor.<br />
<br />
It is unknown as to where the Ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywilds, as the only consistent factor between Ophimoth encounters (that has been noted) is that they can all speak Sylvan where not all Ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.<br />
<br />
In a seemingly impossible case, it was recorded that a Halfling Bard named Broken-string Luet managed to convince a Ophimoth to take a non-hostile approach to recovering a Vorpal Sword. The smooth-talking Bard claimed he convinced the Ophimoth into trading a Wand of Lordly Might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Ophimoth_(5e_Creature)&diff=1336593Ophimoth (5e Creature)2020-05-17T16:27:43Z<p>Greater oni: </p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ophimoth==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Lawful Evil<br />
|ac=17<br />
|armor=Natural Armor<br />
|hd=22<br />
|speed=50<br />
|str=22<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=17<br />
|cha=8<br />
|saves=Con +10, Dex +9, Str +11<br />
|skills= Arcana +9, Athletics +11, Insight +9, Investigation +10<br />
|di=Bludgeoning, piercing and slashing from non-magical attacks<br />
|dr=Acid, Psychic<br />
|dv=Attacks from Adamantine weapons, Force<br />
|senses=passive {{5s|Perception}} 13<br />
|languages=&mdash;Sylvan plus any combination of Abyssal, Common, Celestial, Draconic, Infernal and Undercommon<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Innately Magical.''''' The Ophimoth's Unarmed Strike attack and Trample are magical and deal an additional 1d8 force damage (included in the attacks).<br />
<br />
'''''Weapon Master.''''' Due to an Ophimoths obsession with seeking powerful, magical artefacts and combating strong opponents, they have mastered combat with all weapon types. The Ophimoth adds +5 to all melee or ranged weapon attack rolls (but not to damage). The Ophimoth will also choose to acquire new, more powerful weapons whenever it has an opportunity. It can have one melee weapon and one ranged weapon equipped at a time.<br />
<br />
'''''Stone Skeleton.''''' The Ophimoth's bones are made from a hard, granite-like material. The Ophimoth is incredibly heavy due to this, weighing around 3000 - 3500lbs. The Ophimoth also is vulnerable to attacks from Adamantine weapons. <br />
<br />
'''''Ethereal Wanderer.''''' The Ophimoth unintentionally phases from plane to plane, allowing itself to drift across existance. They are somehow drawn to places where powerful artefacts or creatures reside. Due to the creatures etheral nature, it is never completely tangible on a plane where it appears. The Ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.<br />
After 1d6 x 10 hours, the Ophimoth will fade away to another plane.<br />
<br />
'''''Limited Magical Immunity.''''' The Ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.<br />
<br />
'''''Reincarnation.''''' When an Ophimoth's hit points are reduced to 0, its body distegrates leaving behind any items and equipment that it had. The Ophimoth is then resurrected 1d10 x 3 days later on another, random plane with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.<br />
<br />
'''''Trample.''''' If the Ophimoth moves at least 20ft. straight toward a target and then moves through the target, the target creature must make a DC16 Dexterity saving throw. An unsuccessful creature takes 4d6 bludgeoning and 1d8 force damage. A successful creature takes half damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Ophimoth can make up to two Unarmed Strikes.<br />
<br />
'''''Unarmed Strike.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4 + 6) slashing and 4 (1d8) force damage.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Riposte.''''' When a creature misses the Ophimoth with a melee attack, it can use it's reaction and to make a melee weapon attack against the creature.<br />
<br />
|description=<br />
Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.<br />
<br />
Usually around 6ft. tall, quadrepedal creatures, Ophimoths when seen at a distance can be easily mistaken for Centaurs, but on closer inspection they are scaley and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns, a dragon-like tail and clawed hands, the Ophimoths are incredibly intimidating creatures.<br />
<br />
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities.<br />
To those who are unfamiliar with the creatures, their appearance seems completely random and is often devestating, as they quickly slay all nearby them with wonderous, magical aresenals so that they can recover whatever beckoned them forth from the ether without interruption.<br />
<br />
If a creature successfully bests an Ophimoth in combat, the Ophimoth will leave the magical items it has collected as a reward to the victor.<br />
<br />
It is unknown as to where the Ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywilds, as the only consistent factor between Ophimoth encounters (that has been noted) is that they can all speak Sylvan where not all Ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.<br />
<br />
In a seemingly impossible case, it was recorded that a Halfling Bard named Broken-string Luet managed to convince a Ophimoth to take a non-hostile approach to recovering a Vorpal Sword. The smooth-talking Bard claimed he convinced the Ophimoth into trading a Wand of Lordly Might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Ophimoth_(5e_Creature)&diff=1336592Ophimoth (5e Creature)2020-05-17T16:26:47Z<p>Greater oni: Created page with "{{stub|Incomplete. See the 5e Creature Design Guide if you need help.}} <!--Category:NPC--> <!--Category:Miscellaneous Creature--> ==Ophimoth== {{5e Creature |size..."</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ophimoth==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Lawful Evil<br />
|ac=17<br />
|armor=Natural Armor<br />
|hd=22<br />
|speed=50<br />
|str=22<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=17<br />
|cha=8<br />
|saves=Con +10, Dex +9, Str +11<br />
|skills= Arcana +9, Athletics +11, Insight +9, Investigation +10<br />
|di=Bludgeoning, piercing and slashing from non-magical attacks<br />
|dr=Acid, Psychic<br />
|dv=Attacks from Adamantine weapons, Force<br />
|senses=passive {{5s|Perception}} 13<br />
|languages=&mdash;Sylvan plus any combination of Abyssal, Common, Celestial, Draconic, Infernal and Undercommon<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Innately Magical.''''' The Ophimoth's Unarmed Strike attack and Trample are magical and deal an additional 1d8 force damage (included in the attacks).<br />
<br />
'''''Weapon Master.''''' Due to an Ophimoths obsession with seeking powerful, magical artefacts and combating strong opponents, they have mastered combat with all weapon types. The Ophimoth adds +5 to all melee or ranged weapon attack rolls (but not to damage). The Ophimoth will also choose to acquire new, more powerful weapons whenever it has an opportunity. It can have one melee weapon and one ranged weapon equipped at a time.<br />
<br />
'''''Stone Skeleton.''''' The Ophimoth's bones are made from a hard, granite-like material. The Ophimoth is incredibly heavy due to this, weighing around 3000 - 3500lbs. The Ophimoth also is vulnerable to attacks from Adamantine weapons. <br />
<br />
'''''Ethereal Wanderer.''''' The Ophimoth unintentionally phases from plane to plane, allowing itself to drift across existance. They are somehow drawn to places where powerful artefacts or creatures reside. Due to the creatures etheral nature, it is never completely tangible on a plane where it appears. The Ophimoth can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.<br />
After 1d6 x 10 hours, the Ophimoth will fade away to another plane.<br />
<br />
'''''Limited Magical Immunity.''''' The Ophimoth cannot be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.<br />
<br />
'''''Reincarnation.''''' When an Ophimoth's hit points are reduced to 0, its body distegrates leaving behind any items and equipment that it had. The Ophimoth is then resurrected 1d10 x 3 days later on another, random plane with all of its skills and memories. If it is petrified, it does not reincarnate and no longer moves between planes.<br />
<br />
'''''Trample.''''' If the Ophimoth moves at least 20ft. straight toward a target and then moves through the target, the target creature must make a DC16 Dexterity saving throw. An unsuccessful creature takes 4d6 bludgeoning and 1d8 force damage. A successful creature takes half damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The Ophimoth can make up to two Unarmed Strikes.<br />
<br />
'''''Unarmed Strike.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4 + 6) slashing and 4 (1d8) force damage.<br />
<br />
|reactions=<!--Delete if unused--><br />
'''''Riposte.''''' When a creature misses the Ophimoth with a melee attack, it can use it's reaction and to make a melee weapon attack against the creature.<br />
<br />
|description=<br />
Ophimoths (pronounced Oh-fi-moth) are mysterious creatures that always seem to appear nearby magical sites or suddenly before powerful adventurers. They phase in and out from the different planes, seemingly pulled through reality by the gravity of immense magical power.<br />
<br />
Usually around 6ft. tall, quadrepedal creatures, Ophimoths when seen at a distance can be easily mistaken for Centaurs, but on closer inspection they are scaley and far more serpent-like. With black scales covering them head-to-toe, snake-like faces, stone horns, a dragon-like tail and clawed hands, the Ophimoths are incredibly intimidating creatures.<br />
<br />
Ophimoths are intelligent creatures that are driven by their desire to find powerful magical artefacts and to fight strong foes. They unintentionally wander from plane to plane seeking out worthy challengers and suitable equipment for their upcoming encounters. They will fade into existence, as though appearing from nothing, before travellers who have aquired wonderous loot from dungeon diving, before wizards who have enchanted an incredible item and before cultists who summon forth powerful deities.<br />
To those who are unfamiliar with the creatures, their appearance seems completely random and is often devestating, as they quickly slay all nearby them with wonderous, magical aresenals so that they can recover whatever beckoned them forth from the ether without interruption.<br />
<br />
If a creature successfully bests an Ophimoth in combat, the Ophimoth will leave the magical items it has collected as a reward to the victor.<br />
<br />
It is unknown as to where the Ophimoth originated or why they seek magical artefacts. Their plane drifting nature makes pinning down a place of origin incredibly hard, though some of the greater scholars who studied the elusive and dangerous creatures drew the conclusion that they must have originated from somewhere in the Feywilds, as the only consistent factor between Ophimoth encounters (that has been noted) is that they can all speak Sylvan where not all Ophimoths can speak the other languages they have been recorded to speak, such as Celestial, Infernal or Undercommon.<br />
<br />
In a seemingly impossible case, it was recorded that a Halfling Bard named Broken-string Luet managed to convince a Ophimoth to take a non-hostile approach to recovering a Vorpal Sword. The smooth-talking Bard claimed he convinced the Ophimoth into trading a Wand of Lordly Might for the blade, appeasing the creature into a calm encounter. After the deal was stuck, the black monster faded into nothingness.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]][[Category:DnD]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219559Winter Lantern (5e Creature)2019-09-17T00:43:13Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=15<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Lightning<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 120ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern. The save must be remade if a creature starts its turn within the area of effect. Creatures immune to Charm are immune to this effect.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 10 (2d8 + 4) psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
'''''Rapid Bites''' If a creature is grappled by the Winter Lantern, as an action the Winter Lantern can make up to three bite attacks against that creature.<br />
<br />
'''''Bite''' Melee Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6 + 2) piercing damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and multiple mouths filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219556Winter Lantern (5e Creature)2019-09-17T00:39:26Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=15<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Lightning<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 120ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern. The save must be remade if a creature starts its turn within the area of effect. Creatures immune to Charm are immune to this effect.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 10 (2d8 + 4) psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
'''''Rapid Bites''' If a creature is grappled by the Winter Lantern, as an action the Winter Lantern can make up to three bite attacks against that creature.<br />
<br />
'''''Bite''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6 + 2) piercing damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and multiple mouths filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219548Winter Lantern (5e Creature)2019-09-16T23:49:22Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=15<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 120ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern. The save must be remade if a creature starts its turn within the area of effect. Creatures immune to Charm are immune to this effect.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 10 (2d8 + 4) psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
'''''Rapid Bites''' If a creature is grappled by the Winter Lantern, as an action the Winter Lantern can make up to three bite attacks against that creature.<br />
<br />
'''''Bite''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6 + 2) piercing damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and multiple mouths filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219547Winter Lantern (5e Creature)2019-09-16T23:46:51Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 120ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern. The save must be remade if a creature starts its turn within the area of effect. Creatures immune to Charm are immune to this effect.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 10 (2d8 + 4) psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
'''''Rapid Bites''' If a creature is grappled by the Winter Lantern, as an action the Winter Lantern can make up to three bite attacks against that creature.<br />
<br />
'''''Bite''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6 + 2) piercing damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and multiple mouths filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219546Winter Lantern (5e Creature)2019-09-16T23:44:09Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 500ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern. The save must be remade if a creature starts its turn within the area of effect. Creatures immune to Charm are immune to this effect.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 10 (2d8 + 4) psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
'''''Rapid Bites''' If a creature is grappled by the Winter Lantern, as an action the Winter Lantern can make up to three bite attacks against that creature.<br />
<br />
'''''Bite''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6 + 2) piercing damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and multiple mouths filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219545Winter Lantern (5e Creature)2019-09-16T23:43:28Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 500ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern. The save must be remade if a creature starts its turn within the area of effect. Creatures immune to Charm are immune to this effect.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 10 (2d8 + 4) psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
'''''Rapid Bites''' If a creature is grappled by the Winter Lantern, the Winter Lantern can make up to three bite attacks against that creature.<br />
<br />
'''''Bite''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6 + 2) piercing damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and multiple mouths filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219543Winter Lantern (5e Creature)2019-09-16T23:36:49Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 500ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern. The save must be remade if a creature starts its turn within the area of effect. Creatures immune to Charm are immune to this effect.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 10 (2d8 + 4) psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and a mouth filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219542Winter Lantern (5e Creature)2019-09-16T23:34:36Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 500ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern. The save must be remade if a creature starts its turn within the area of effect.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 10 (2d8 + 4) psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and a mouth filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219541Winter Lantern (5e Creature)2019-09-16T23:34:01Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 500ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern. The save must be remade if a creature starts its turn within the area of effect.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 2d8 + 4 psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and a mouth filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219540Winter Lantern (5e Creature)2019-09-16T23:28:14Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 500ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern. The save must be remade if a creature starts its turn within the area of effect.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 2d8 psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and a mouth filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219539Winter Lantern (5e Creature)2019-09-16T23:25:09Z<p>Greater oni: </p>
<hr />
<div>==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 500ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 2d8 psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and a mouth filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219538Winter Lantern (5e Creature)2019-09-16T23:24:47Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 500ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 2d8 psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Winter Lanterns are horrific creatures from a far off, unknowable plane. It is unknown how they end up found across the lands, but rumors suggest they spawn forth when a mother kills their child in cold blood. Those who have encountered a Winter Lantern and survived know not to look directly at one, as just witnessing it's terrible form can cause irreversible harm.<br />
<br />
The Winter Lantern appear as tall, humanoid creatures with a huge, writhing mass of eyes and tentacles for a head. The humanoid lower half of the creature almost always appear to be of female Human or Elven origin, donning very basic robes that are always drenched in a blood-like liquid. <br />
The Winter Lantern's nightmarish head is covered in eyes of various shapes and sizes. All of the eyes are staring, yet seem to not actually perceive at which they stare. <br />
Hidden within the head of the creature, there are also long tentacles and a mouth filled with razor sharp teeth. The Winter Lantern will conceal these appendages until a target is within range of them.<br />
<br />
The Winter Lantern's tell that one is near is a soft, hummed song which all of them seem to know. The ethereal song sounds as though it is being hummed right into your ear, yet can be heard anywhere within a great distance surrounding the creatures.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219278Winter Lantern (5e Creature)2019-09-16T05:25:20Z<p>Greater oni: /* Winter Lantern */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=Psychic<br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 500ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 2d8 psychic damage. Creatures that use Blindsight are immune to this effect. (This effect only activates once per creature's turn.)<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Description of creature, tactics, lore, etc--><br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Winter_Lantern_(5e_Creature)&diff=1219277Winter Lantern (5e Creature)2019-09-16T05:20:16Z<p>Greater oni: An attempt to emulate the Winter Lanterns from Bloodborne in 5e.</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
==Winter Lantern==<br />
{{5e Creature<br />
|size=Medium<br />
|type=Aberration<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=Natural Armor<br />
|hp=78<br />
|hpdice=12d8 + 13<br />
|speed=30 ft.<br />
|str=15<br />
|dex=8<br />
|con=15<br />
|int=8<br />
|wis=19<br />
|cha=2<br />
|strmod=+2<br />
|dexmod=-1<br />
|conmod=+2<br />
|intmod=-1<br />
|wismod=+4<br />
|chamod=-4<br />
|saves={{5E|Str}} +4, {{5E|Wis}} +6<br />
|skills={{5s|Insight}} +1, {{5s|Intimidation}} -2, {{5s|Investigation}} +1, {{5s|Perception}} +6<br />
|di=<!--Damage Immunities--><br />
|ci=Charmed, Frightened<br />
|dr=Bludgeoning, piercing, and slashing from non-magical attacks<br />
|dv=Fire<br />
|senses=Blindsight 60ft., Darkvision 120ft., Passive {{5s|Perception}} 16<br />
|languages=&mdash;Celestial, Abyssal, (Understands) Common<br />
|cr=4<br />
|xp=700<br />
|features=<br />
'''''Ethereal Song''''' All creatures within 500ft. of the Winter Lantern that can hear must make a Wisdom saving throw. On an unsuccessful save, the creature is compelled to look at the Winter Lantern.<br />
<br />
'''''Horrific Visage''''' If a creature can see the Winter Lantern, that creature must make a Wisdom saving throw. On an unsuccessful save, the creature takes 2d8 psychic damage. Creatures that use Blindsight are immune to this effect.<br />
<br />
'''''Terrifying Presence''''' The Winter Lantern has advantage on Intimidation checks against creatures which can see it.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Tentacle Grapple''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d10 + 2) bludgeoning damage. On a successful hit, the target must make a Strength (Athletics) saving throw. If the target is unsuccessful, it is grappled. The target may remake the Strength (Athletics) check at the beginning of each of its turns.<br />
<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Description of creature, tactics, lore, etc--><br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152701Taelan (5e Race)2019-03-18T22:44:13Z<p>Greater oni: /* Taelan Names */</p>
<hr />
<div>==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelan enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelan are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7 feet tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelan hair to reach down as far as their hips. The Taelan also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelan are a mysterious race whose existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelan left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelan gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelan have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often goes out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time and the world change is satiated by the ageing humans.<br />
<br />
===Taelan Names===<br />
Male names will almost always end with a "th" while female names will almost always end with a "da".<br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th).<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da).<br />
<br />
===Taelan Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2, and your {{5a|wis}} score increases by 1.<br />
|age=Taelan mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelan tend to be some combination of lawful, good or neutral.<br />
|size=Taelan are often quite tall, usually being between 6 to 7 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can communicate mentally with another creature that knows at least one language within a 30-foot radius. This creature doesn't need to share a language with you but unless they have {{5e|telepathy}} themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once. <br />
|trait3=Future Sight<br />
|description3=When you fail an ability check, attack roll, or saving throw, you can re-roll the die and must use the new roll. Once you use this trait you can't use it again until you complete a long rest.<br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152425Taelan (5e Race)2019-03-18T01:40:29Z<p>Greater oni: </p>
<hr />
<div><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelan enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelan are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelan hair to reach down as far as their hips. The Taelan also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelan are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelan left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelan gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelan have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often go out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time and the world change is satiated by the aging humans.<br />
<br />
===Taelan Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelan Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelan mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelan tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelan are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelan<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelan====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature that is not yourself re-roll one dice they use as an attack, damage, skill check or save roll. They must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152424Taelan (5e Race)2019-03-18T01:39:12Z<p>Greater oni: /* Manipulative Taelan */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelan enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelan are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelan hair to reach down as far as their hips. The Taelan also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelan are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelan left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelan gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelan have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often go out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time and the world change is satiated by the aging humans.<br />
<br />
===Taelan Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelan Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelan mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelan tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelan are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelan<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelan====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature that is not yourself re-roll one dice they use as an attack, damage, skill check or save roll. They must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152423Taelan (5e Race)2019-03-18T01:38:40Z<p>Greater oni: /* Manipulative Taelan */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelan enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelan are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelan hair to reach down as far as their hips. The Taelan also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelan are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelan left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelan gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelan have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often go out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time and the world change is satiated by the aging humans.<br />
<br />
===Taelan Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelan Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelan mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelan tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelan are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelan<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelan====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature that is not yourself re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152421Taelan (5e Race)2019-03-18T01:35:48Z<p>Greater oni: /* Society */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelan enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelan are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelan hair to reach down as far as their hips. The Taelan also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelan are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelan left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelan gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelan have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often go out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time and the world change is satiated by the aging humans.<br />
<br />
===Taelan Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelan Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelan mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelan tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelan are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelan<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelan====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152419Taelan (5e Race)2019-03-18T01:32:29Z<p>Greater oni: /* Taelan */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelan enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelan are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelan hair to reach down as far as their hips. The Taelan also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelan are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelan left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelan gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelan have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often go out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time pass and the world change is satiated by the aging humans.<br />
<br />
===Taelan Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelan Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelan mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelan tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelan are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelan<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelan====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152418Taelan (5e Race)2019-03-18T01:31:46Z<p>Greater oni: /* Taelan Traits */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelan are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelan hair to reach down as far as their hips. The Taelan also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelan are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelan left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelan gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelan have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often go out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time pass and the world change is satiated by the aging humans.<br />
<br />
===Taelan Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelan Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelan mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelan tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelan are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelan<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelan====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152417Taelan (5e Race)2019-03-18T01:31:11Z<p>Greater oni: /* Taelan Names */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelan are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelan hair to reach down as far as their hips. The Taelan also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelan are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelan left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelan gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelan have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often go out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time pass and the world change is satiated by the aging humans.<br />
<br />
===Taelan Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152416Taelan (5e Race)2019-03-18T01:30:53Z<p>Greater oni: /* History */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelan are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelan hair to reach down as far as their hips. The Taelan also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelan are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelan left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelan gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelan have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often go out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time pass and the world change is satiated by the aging humans.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152415Taelan (5e Race)2019-03-18T01:30:30Z<p>Greater oni: /* Physical Description */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelan are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelan hair to reach down as far as their hips. The Taelan also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelen are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelen left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelen gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelen have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often go out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time pass and the world change is satiated by the aging humans.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152414Taelan (5e Race)2019-03-18T01:29:56Z<p>Greater oni: /* Society */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelen are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelen hair to reach down as far as their hips. The Taelen also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelen are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelen left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelen gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelen have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelan are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelan instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelan society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
Taelan which reside in the mortal planes often go out of their way to blend in with society. They will usually try to join small human settlements, offering their services in exchange for goods and shelter. This way their desire to see time pass time pass and the world change is satiated by the aging humans.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152412Taelan (5e Race)2019-03-18T01:21:21Z<p>Greater oni: /* Random Height and Weight */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelen are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelen hair to reach down as far as their hips. The Taelen also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelen are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelen left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelen gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelen have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelen are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelen instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelen society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d6<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152411Taelan (5e Race)2019-03-18T01:19:52Z<p>Greater oni: /* Random Height and Weight */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelen are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelen hair to reach down as far as their hips. The Taelen also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelen are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelen left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelen gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelen have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelen are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelen instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelen society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d4<br />
|weight=130<br />
|weightmod=1d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152410Taelan (5e Race)2019-03-18T01:18:09Z<p>Greater oni: /* Taelen Traits */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelen are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelen hair to reach down as far as their hips. The Taelen also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelen are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelen left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelen gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelen have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelen are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelen instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelen society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a willing creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. You must be able to speak a language the creature speaks for them to be able to understand you. If the creature tries to find you within 30 seconds of you speak to them telepathically, they have advantage on the Investigation/Perception check. <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can make a creature re-roll one dice they use as an attack, damage, skill check or save roll. You must accept the new value which is rolled. You cannot use this ability to re-roll a dice already re-rolled by this ability.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d4<br />
|weight=130<br />
|weightmod=2d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152407Taelan (5e Race)2019-03-18T01:03:31Z<p>Greater oni: /* Physical Description */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelen are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelen hair to reach down as far as their hips. The Taelen also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
The Taelan are not particularly fond of armor or heavy clothing, usually choosing to wear the minimum they can. It is common to see Taelan draped in a single hooded cloak and nothing more. Taelan warriors and those of importance tend to adorn cloaks made of chain or loose fitting ceremonial garbs.<br />
<br />
===History===<br />
The Taelen are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelen left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelen gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelen have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelen are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelen instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelen society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. If a creature tries to find you after you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, skill check or save. You must accept the new value which is rolled.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can re-roll one dice another creature rolls as an attack, skill check or save against you. You must accept the new value which is rolled.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d4<br />
|weight=130<br />
|weightmod=2d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152404Taelan (5e Race)2019-03-18T00:59:07Z<p>Greater oni: /* Physical Description */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelen are tall, slender, humanoid creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelen hair to reach down as far as their hips. The Taelen also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
===History===<br />
The Taelen are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelen left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelen gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelen have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelen are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelen instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelen society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. If a creature tries to find you after you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, skill check or save. You must accept the new value which is rolled.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can re-roll one dice another creature rolls as an attack, skill check or save against you. You must accept the new value which is rolled.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d4<br />
|weight=130<br />
|weightmod=2d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152403Taelan (5e Race)2019-03-18T00:58:34Z<p>Greater oni: /* History */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelen are tall, slender creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelen hair to reach down as far as their hips. The Taelen also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
===History===<br />
The Taelen are a mysterious race who's existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelen left the known Planes to escape a great evil which threatened their continued existence. Fleeing into the space between Planes, the Taelen gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelen have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelen are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelen instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelen society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. If a creature tries to find you after you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, skill check or save. You must accept the new value which is rolled.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can re-roll one dice another creature rolls as an attack, skill check or save against you. You must accept the new value which is rolled.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d4<br />
|weight=130<br />
|weightmod=2d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1152402Taelan (5e Race)2019-03-18T00:57:07Z<p>Greater oni: /* Physical Description */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelen are tall, slender creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelen hair to reach down as far as their hips. The Taelen also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained inside.<br />
<br />
===History===<br />
The Taelen are a mysterious race. Their existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelen left the known Planes to escape a great evil which threatened their existence. Fleeing into the space between Planes, the Taelen gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelen have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelen are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelen instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelen society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. If a creature tries to find you after you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, skill check or save. You must accept the new value which is rolled.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can re-roll one dice another creature rolls as an attack, skill check or save against you. You must accept the new value which is rolled.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d4<br />
|weight=130<br />
|weightmod=2d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater onihttps://www.dandwiki.com/w/index.php?title=Taelan_(5e_Race)&diff=1150467Taelan (5e Race)2019-03-13T04:20:51Z<p>Greater oni: /* Manipulative Taelen */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Taelan==<br />
An elf-like species from the space between Planes, where time is convoluted and the lost wander forever. The Taelan are a peaceful species who enjoy watching time pass. They are known to seek out important events so that they can witness history being made.<br />
The Taelen enter the mortal planes through rifts which occasionally open when beings move from plane to plane. They often become trapped where they end up, gradually accepting their new homes.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Taelen are tall, slender creatures, commonly reaching heights between 6 and 7ft tall. They have silver or black hair, which is always worn long and in a naturally falling fashion. It is common for Taelen hair to reach down as far as their hips. The Taelen also have pale, purple-ish skin which is somewhat bio-luminescent, glowing very faintly in dark places. <br />
Their eyes are large and dark. Within sparkles of faint lights can be seen, appearing as if they have the cosmos contained within.<br />
<br />
===History===<br />
The Taelen are a mysterious race. Their existence is commonly forgotten by the other races.<br />
An unknowable time ago the Elven race that evolved into the Taelen left the known Planes to escape a great evil which threatened their existence. Fleeing into the space between Planes, the Taelen gave up most of what made them Elves and shifted into what they are today.<br />
Throughout the ages, the Taelen have chosen to watch over the various worlds and learn from them, whilst remaining as distant as possible.<br />
<br />
===Society===<br />
The Taelen are a very peaceful species. They do not war with one another and they have little desire for the non-essentials. Taelen instead pride themselves on experiences. They desire to experience the most of the world around them and to learn as much as they can about history or the future.<br />
The leaders of Taelen society tend to be the oldest or most experienced in the eyes of the majority. Often they will be those who have ventured out into the various Planes of Existence and have uncovered deep truths about the Universe or have experienced great journeys and ordeals.<br />
<br />
===Taelen Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' Serath, Halith, Conath, Tennath, Xith (shi-th). Male names will almost always end with a "th".<br />
<br />
'''Female:''' Serada, Halida, Conada, Tennada, Xida (shi-da). Female names will almost always end with a "da".<br />
<br />
===Taelen Traits===<br />
{{5e Racial Traits<br />
|summary=From the space between Planes, they observe intently.<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1.<br />
|age=Taelen mature at around 15 years old. Their lifespan is 300 years.<br />
|alignment=Taelen tend to be Lawful Good, Neutral Good or Lawful Neutral.<br />
|size=Taelen are often quite tall, usually being between 6-7ft tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain looking at that creature. If a creature tries to find you after you speak to them telepathically, they have advantage on the Investigation/Perception check.<br />
|trait3=Future Sight<br />
|description3=Twice per long rest, you can re-roll one dice you roll as an attack, skill check or save. You must accept the new value which is rolled.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Celestial and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Manipulative Taelen<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Manipulative Taelen====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Telepathic<br />
|description2=You can telepathically speak to a creature you can see within 30ft. The creature can telepathically speak back to you as long as you remain <br />
|trait3=Precognition<br />
|description3=Twice per long rest, you can re-roll one dice another creature rolls as an attack, skill check or save against you. You must accept the new value which is rolled.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Taelen<br />
|feet=6<br />
|inches=2<br />
|heightmod=2d4<br />
|weight=130<br />
|weightmod=2d4<br />
}}<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Greater oni