Gas Wisp (5e Creature)

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Gas Wisp[edit]

Medium undead, chaotic evil


Armor Class 10
Hit Points 85 (9d8 + 45)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
1 (-5) 10 (+0) 21 (+5) 11 (+0) 16 (+3) 11 (+0)

Proficiency Bonus +2
Damage Resistances acid, cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses blindsight 5 ft., darkvision 120 ft., passive Perception 13
Languages the languages it knew in life
Challenge 4 (1,100 XP)


Deadly Fumes. Any creature that ends its turn sharing the same space as the wisp and breathes in its gas must succeed a DC 15 Constitution saving throw or become poisoned for 1 hour. A creature that fails this save by 5 or more falls unconscious for 1 minute and begins suffocating. At the start of each of its turns if it is not breathing in the gas, a creature can repeat the saving throw to stop suffocating.

Dispersal Vulnerability. The wisp takes 20 thunder damage if it ends its turn in strong wind. If it is targeted by the first effect of the gust cantrip and fails the Strength saving throw, it takes 5 (1d10) thunder damage.

Ephemeral. The wisp can't wear or carry anything.

Flammable. If the wisp takes fire damage and it is not already ignited, it must succeed on a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher, or explode in a burst of flame. Each creature within 20 feet of the exploding wisp must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage plus an additional 3 (1d6) for every 10 hit points the wisp has remaining on a failed save, or half as much damage on a successful one. The wisp automatically fails this saving throw.
If the wisp survives the explosion, it is ignited. While the wisp is ignited, it takes 5 (1d10) fire damage at the end of each of its turns. If the wisp moves into the space of a creature while it is ignited, or if a creature moves into the space of the wisp, that creature must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a success. The wisp can extinguish its ignited state by using control flames as an action.

Gaseous Movement. The wisp can move freely through the space of other creatures. It can move through small openings in objects like cracks as if it were difficult terrain. However, liquids are treated as solid surfaces to the wisp.

Nebulous Form. Attacks made against the wisp have disadvantage.

Variable Illumination. The wisp sheds bright light in a 5- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The wisp can alter the radius as a bonus action. If the wisp becomes ignited, the radius of the light it gives off becomes 60 feet and cannot be altered while it is ignited.

ACTIONS

Fiery Motes. The wisp creates up to three small motes of magical flame that hover in the air within 120 feet. Each mote sheds bright light in a 5- to 10-foot radius, and dim light for an additional number of feet equal to the chosen radius. These motes disappear after 10 minutes, or if the wisp uses this feature again to create more. As part of the action used to create the motes, or by using an action on a subsequent turn, the wisp can exercise control over the motes, changing such things as the radius of the light they give off, color (blue, green, or yellow), moving them up to 60 feet, or even directing them to fly towards targets it can see. If it does so, each mote is a ranged spell attack with a range of 60 feet, +5 to hit, and deals 4 (1d8) fire damage on a hit, disappearing once it does so. A flammable object hit by a mote ignites if it isn't being worn or carried.

Ignition. The wisp causes magical flames to erupt at a point within 60 feet that it can see. The flames fill a 5-foot cube and last for 1 minute, or until the wisp loses concentration (as if concentrating on a spell). Any creature caught in the erupting flames must succeed a DC 13 Dexterity saving throw or take 13 (3d8) fire damage. A creature must also make the saving throw when it enters the space occupied by the flames for the first time on a turn or ends its turn there. Flammable objects in the area that aren't being worn or carried are ignited by these flames.

Invisibility. The wisp stops emitting light, becoming invisible. While invisible, the wisp is vulnerable to fire damage. The invisibility ends if the wisp uses its Fiery Motes, Ignition, Pyrokinesis, or Variable Illumination features, or if it is ignited.

Pyrokinesis. The wisp casts the control flames cantrip.

REACTIONS

Reduce Flame. When the wisp takes fire damage from a source it can see, it can reduce the damage by 8 (1d10 + 3), to a minimum of 1 damage. It cannot take this reaction while ignited.

Malevolent Spirits. Born from similar phenomena as will-o'-wisps, gas wisps are the spirits of evil beings who have perished to the hazards of swamps and marshes, usually from unknowingly inhaling swamp gas. Their bodies fall into the muck, only to arise days later as a spirit coalesced from the very vapours of their death. They exist in a hazy, dream-like state, some not even aware of the fact that they have died. They are larger and slower than will-o'-wisps, but also far more destructive. Encounters with gas wisps either result in silent, uneventful deaths or violent, blazing infernos.

Gas wisps will often return to and linger at the sites of dead creatures buried under the surface of the swamp, whether it be their own victims or just those who have perished unfortunately. They feed off of the slow trickle of life energy from decomposition released from these sites, as well as physically restoring their forms by incorporating the various gases emitted from the process.

Lethal Vapours. Swamp gas, or sewer gas in urban environments, is a mixture of highly flammable and often toxic gaseous compounds formed from the decomposition of organic matter in environments devoid of air. The most deadly of these compounds, hydrogen sulfide, is a colourless gas characterized by a strong but brief odor reminiscent of rotting eggs, with higher concentrations described as having an almost sickening sweetness. A creature that inhales hydrogen sulfide loses its sense of smell for 2d12 hours, and prolonged exposure can cause rapid unconsciousness and death from respiratory failure. The gas reacts chemically with copper, and copper coins discoloured with black or purple dust can often be found in the pockets of those who have perished to it. Hydrogen sulfide is heavier than air, and will hug low to the ground unless disturbed by external forces. Both it and methane, the other major gas that makes up the composition of a gas wisp, burn blue when exposed to open flames.

Pyrokinetic. Gas wisps possess the innate ability to induce and control combustion. They use this ability to slowly burn the gas that composes them at a controlled rate, forming a luminous globe of flickering yellowish-green or blue light that lures foolish creatures to their doom. This ability also protects them from perishing from accidental ignition from external sources of flame.

Encounter Tactics. The more lucid gas wisps will employ effective strategies to lead would-be adventurers to their doom. Gas wisps will initially try leading travelers astray from paths by using the light from themselves or their fiery motes. Once they are in a more favorable position, the wisp will stop emitting light, vanishing as it begins invisibly drifting towards them. A member of the group may smell something odd for a brief moment, then feel suddenly tired and fall unconscious as the wisp flows into their midst. If the travelers are unwise to realizing what has happened, an entire group could perish like this, one after another falling unconscious and suffocating. If they are wise, however, or are carrying lit torches with them, the gas wisp may try a different approach. Instead it will stay a distance away and ignite a raging bonfire in their midst, attempting to scramble and disorient them. This is very effective if the travelers are on a small boat or other watercraft, as the only escape from the fire would be the unforgiving mud and water of the swamp below. If the environment does not claim them, then the wisp will haunt them with fiery motes until their singed and battered bodies finally rest at the bottom of the mud.

If a gas wisp is set on fire, it may attempt to engulf those who ignited it within its own flaming form instead of putting out the flames. This is risky, but effective, and is why gas wisps are regarded as an unpredictable hazard best avoided at all costs.

While gas wisps are normally found in swamps, they can also occasionally be found in the sewer systems of urban environments. The enclosed spaces make their fires much more deadly, however, they will still mostly use the same tactics, attempting to first lead a party of adventurers astray via lights at the ends of far tunnels and then setting upon them silently once they are lost.

Undead Nature. A gas wisp doesn't require air, food, drink, or sleep.

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