Firewave (5e Creature)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Work In Progress


Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) and Creatures CR 50+ (5e Variant Rule) as a guide. This is not for use at normal tables at all.

Firewave[edit]

Titanic dragon, chaotic neutral


Armor Class 40 (natural armor)
Hit Points 12492 (24d1,000 + 480)
Speed 360 ft., climb 360 ft., fly 1,440 ft.


STR DEX CON INT WIS CHA
50 (+20) 10 (+0) 50 (+20) 45 (+17) 42 (+16) 50 (+20)

Saving Throws Str +46, Dex +26, Con +46, Int +43, Wis +42, Cha +46
Skills Acrobatics +52, Animal Handling +68, Arcana +69, Athletics +72, Deception +72, History +68, Insight +68, Intimidation +72, Investigation +69, Nature +69, Perception +68, Performance +72, Persuasion +72, Sleight of Hand +52, Stealth +52, Survival +68
Damage Vulnerabilities cold
Damage Resistances lightning; bludgeoning, piercing, and slashing from magical attacks
Damage Immunities acid, fire, force, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities all conditions
Senses truesight 6 miles, passive Perception 78
Languages all; telepathy 15 miles
Challenge 99 (over 5 million XP)


Damage Threshold. Firewave has a damage threshold of 55.

Regeneration. Firewave regains 100 hit points at the start of his turn. If he takes 60 or more cold damage (before applying vulnerability), he only regains 50 hit points at the start of his next turn. If Firewave takes 90 or more cold damage (before applying vulnerability) and 90 or more lightning damage (after applying resistance) from a single attack, this trait doesn't function on Firewave's next turn. Firewave dies only if he starts his turn with 0 hit points and dosen't regenerate.

Relentless (3/day). If Firewave takes 328 damage or less that would reduce him to 0 hit points, he is reduced to 50 hit points instead.

Heated Weapons. Firewave's weapon attacks are magical and deal an extra 98 (28d6) fire damage on a hit (included in the attack).

Mythic Spellcasting. Firewave's spellcasting ability is Charisma (spell save DC 54, +46 to hit with spell attack rolls). He can cast the following spells, with no components:

At will: any spell of 15th level or lower

20/day each: any spell of 16th level or higher

ACTIONS

Multiattack. Firewave makes six attacks; one with his bite, four with his claws, and one with his tail.

Bite. Melee Weapon Attack: +46 to hit, reach 125 ft., one target. Hit: 108 (16d10 + 20) piercing damage plus 119 (34d6) fire damage.

Claw. Melee Weapon Attack: +46 to hit, reach 110 ft., one target. Hit: 76 (16d6 + 20) slashing damage plus 98 (28d6) fire damage.

Tail. Melee Weapon Attack: +46 to hit, reach 150 ft., one target. Hit: 92 (16d8 + 20) bludgeoning damage plus 98 (28d6) fire damage.

Slam. Melee Weapon Attack: +46 to hit reach 90 ft., one target. Hit: 293 (26d20 + 20) bludgeoning damage plus 105 (30d6) fire damage.

Frightful Presence. Each creature of Firewave's choice that Firewave can see must succeed on a DC 54 Wisdom saving throw or take 28 (8d6) psychic damage (this damage can be prevented if the creature can't see Firewave) and be frightened for 1d4 days. While frightened in this way, a creaure is stunned. A creature can repeat the saving throw at the end of each of each of it's turns, ending the effect on a success.

Fire Breath. Firewave exhales fire in a 2000 feet cone. Each creature in that area must make a DC 54 Dexterity saving throw, taking 3,080 (880d6) fire damage on a failed save, or half damage on a successful one. This fire ignites all flammable objects in the area.

Pulverizing Breath (Recharge 1d2). Firewave exhales a 2500 foot by 20 foot bolt of energy. Each creature in that line must succeed on a DC 54 Dexterity saving throw or take 3,520 (640d10) damage that cannot be reduced or prevented in any way.


LEGENDARY ACTIONS

The Firewave can take 15 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 Firewave regains spent legendary actions at the start of its turn.

Attack. Firewave makes a claw or tail attack.

Move. Firewave moves up to his speed or flys up to half of his flying speed.

Firewave is the Dragon King, and one of the three Supreme creatures. He rules from his lair deep within a gigantic volcano. He is a true terror on the battlefield, combining brute strength with two deadly breath weapons, and his supernatural auras to top it.

Colossal Strength. Firewave towers above other creatures at almost 600 feet long and 400 feet tall, with wings that can span over 700 feet.

Fiery Rage. Firewave will not stand for being told that he is weak. When a lesser threat draws near, Firewave sends one of his most powerful dragon officials to kill the foe. If a powerful creature threatens Firewave's lair, he flies into rage and slays the creature.



Back to Main Page5e HomebrewCreatures