Bewilderbeast (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.


Titanic dragon, unaligned

Armor Class 30 (natural armor)
Hit Points 1563 (26d100 + 250)
Speed 30 ft., swim 120 ft.

30 (+10) 10 (+0) 30 (+10) 6 (-2) 28 (+9) 15 (+2)

Saving Throws Str +22, Con +22, Wis +21, Cha +14
Skills Intimidation +14, Perception +22, Survival +21
Damage Resistances bludgeoning, piercing and slashing damage from magical attacks
Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, stunned
Senses blindsight 120 ft., darkvision 240 ft., passive Perception 32
Languages understands Aquan, Common, Draconic, and Sylvan, but can't speak, telepathy 120 ft. with draconic creatures
Challenge 43 (900,000 XP)

Amphibious. The bewilderbeast can breath both air and water.

Freedom of Movement. The bewilderbeast ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Immensity. The bewilderbeast can move through the space of a creature or object of Gargantuan size or smaller, and it does not treat such creatures as difficult terrain. If the bewilderbeast moves through a creature's space, the creature must make a DC 27 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.

Keen Senses. The bewilderbeast has advantage on Wisdom (Perception) checks related to hearing, sight, or smell.

Legendary Ability (3/day). If the bewilderbeast fails an ability check, it can choose to succeed instead.

Legendary Resistance (3/Day). If the bewilderbeast fails a saving throw, it can choose to succeed instead.

Limited Spell Immunity. The bewilderbeast can't be affected or detected by spells of 6th level or lower unless it wishes to be.

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

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

Massive. Huge or smaller creatures cannot knock the bewilderbeast prone.

Reflective Carapace. Any time the bewilderbeast is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 4 to 5, the bewilderbeast is unaffected. On a 6, the bewilderbeast is unaffected, and the effect is reflected back at the caster as though it originated from the bewilderbeast, turning the caster into the target.

Seige Monster. The bewilderbeast deals double damage to objects and structures.

Speak with Draconic Creatures. The bewilderbeast can speak to draconic creatures as though they shared a common language.


Multiattack. The bewilderbeast can use its Frightful Presence. It then makes four attacks: two with its tusk, one with its bite, and one with his tail.

Tusks. Melee Weapon Attack: +28 to hit, reach 15 ft., one target. Hit: 40 (5d12 + 10) piercing damage.

Bite. Melee Weapon Attack: +28 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) + 30 (3d12 + 10) cold damage. If the target is a Huge or smaller creature, that creature must succeed a DC 27 Dexterity saving throw or be swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the bewilderbeast, and it takes 86 (19d8) acid damage at the start of each of the bewilderbeast's turns. If the bewilderbeast takes 100 damage or more on a single turn from a creature inside it, the bewilderbeast must succeed on a DC 27 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 15 feet of the bewilderbeast. If the bewilderbeast dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 25 feet of movement, exiting prone.

Tail. Melee Weapon Attack: +28 to hit, reach 15 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage and the target must succeed a DC 27 Strength saving throw or be knocked prone and pushed back 10 ft for every size smaller it is than the bewilderbeast.

Cold Breath (Recharges 5-6). The bewilderbeast exhales an icy blast of water in a 150-foot cone. Each creature in that cone must make a DC 27 Constitution saving throw, taking 92 (14d12) cold damage on a failed save, or half as much damage on a successful one and the area hit by the cone is a large spire of ice that counts as total cover and the area 25 feet around it is difficult terrain. If the target is Gargantuan or smaller, it is restrained on a failed save and dies if the damage reduces it to 0 hit points.

Frightful Presence. Each creature of the bewilderbeast's choice that is within 240 feet of him and aware of it must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the bewilderbeast's Frightful Presence for the next 24 hours. Draconic creatures CR 20 or under have disadvantage on the save.

Command Dragon. The bewilderbeast has the ability to control draconic creatures and uses one of the following actions to do so:

Commanding Presence. The bewilderbeast uses its telepathy to subject any creatures of the Dragon Type within 240 feet of it to the effects of the Dominate Monster for 1 hour. Dragonic creatures within the range must succeed a DC 27 Wisdom saving throw. Those of CR 20 or above have advantage on the save, while those under CR 10 have disadvantage, and those under CR 8 or with an Intelligence of 4 or lower automatically fail.

Commanding Gaze. The bewilderbeast stares at a creature of the Dragon Type it can see within 240 feet of it and imposes on it a DC 27 Wisdom saving throw on it or fall under the bewilderbeast's command, as though it had cast Dominate Monster, for 1 hour. If it is CR 21 or higher, it has advantage on the save. If it is CR 20-16, it rolls normally. If it is CR 15-10, it has disadvantage and those under or with an Intelligence 4 or lower automatically fall.


The bewilderbeast can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bewilderbeast regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 25 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 45 (10d6 + 10) bludgeoning damage and be knocked prone.
Cold Breath (Costs 3 Actions). The bewilderbeast uses its Cold Breath action.
Command Dragons (Cost 4 Actions). The bewilderbeast uses its Command Dragon action.

As with all members of the animal kingdom, dragons, too, must follow a hierarchy of power and leadership. While many imagine the ancient true dragons as the pinnacle of draconic power, it does manifest in other forms; forms with the ability to exert their will over the lesser draconic beasts. Among such dragons, there is one that many call king, a humongous, imposing beast that is practically a creature of myth in and of itself.

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