Hebi-no-Onna (5e Creature)

From D&D Wiki

Jump to: navigation, search

Hebi-no-Onna[edit]

Medium fiend (shapechanger), lawful evil


Armor Class 12 (15 with mage armor)
Hit Points 130 (20d8 + 40)
Speed 30 ft., fly 10 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 20 (+5) 16 (+3) 16 (+3)

Saving Throws Int +10, Wis +8
Skills Arcana +15, History +15
Damage Vulnerabilities radiant
Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages any seven languages, telepathy 60 ft.
Challenge 15 (13,000 XP)


Magic Resistance. The hebi-no-onna has advantage on saving throws against spells and other magical effects.

Spellcasting. The hebi-no-onna is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The hebi-no-onna can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): find familiar, mage armor*, magic missile, witch bolt
2nd level (3 slots): hold person, mirror image, shatter
3rd level (3 slots): dispel magic, glyph of warding, protection from energy
4th level (3 slots): black tentacles, dimension door, stoneskin*, wall of fire
5th level (3 slots): dominate person, mislead, scrying
6th level (1 slot): globe of invulnerability
7th level (1 slot): delayed blast fireball
8th level (1 slot): maze
9th level (1 slot): time stop

*The hebi-no-onna casts these spells on herself before combat.

Shapechanger. The hebi-no-onna can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Other than her size, her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

ACTIONS

Multiattack. The hebi-no-onna casts a cantrip and makes two attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and 7 (2d6) poison damage.

Spit Venom. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one creature. Hit: 7 (2d6) poison damage.


In her natural form, a hebi-no-onna is a type of naga but very humanoid in appearance with arms and legs, though still obviously reptilian with scales, slit eyes, claws, and fangs, her skin tones generally ranged from jade green, onyx black, bronze, copper, crimson red to even albino much like serpents in the world and her scales can come in different patterns. She has two arms but she also has two serpents that sprout from her back that reach out to attack. Though amongst mortals she almost never attacks in this form until she attacks, she generally takes on the form of a wealthy noblewoman or handsome male though nowhere near as seductive as the rokuro-kubi. The hebi-no-onna generally wishes to look like a friend or ally, with a soft cherub face and warm smile and eyes, appearing like a beloved female leader of a community, painter or poet. She understands what mortals care about and she speaks with passion about these topics, which makes the eventual betrayal so painful in the last moments of her victims. The hebi-no-onna is a powerful spellcaster from the hidden uraga empire and she furthers the agenda of her rakshasa allies, oni, and bakemono minions and she employs a web of spies like the rokuro-kubi and the uraga jadugara. Uraga jadugara are known to give their magic reserves to the hebi-no-onna in combat.
Hebi-no-onna generally live in elegant manors on the hillsides or in the deep bamboo forests, where they use their dragonfly minions to deliver messages to their network of spies. They generally marry powerful daimyo, samurai, or wealthy merchants to further their interests. She will lavish these influential people with gifts and all their heart desires as longs as they keep providing her money and resources. Those that cannot seem to die of strange but natural reasons such as sudden heart attacks or strokes. They generally dislike crude hedge magic of lightning, raising the dead and fireballs and prefer the far more sophisticated arts of transmutation, illusion, enchantment, abjuration, and conjuration, leaving those more vulgar forms of magic to her servants. Her powers are very strategic, she creates barriers and banishes deadly foes and generally controls the battlefield letting her hordes of slavering beasts deal with the mundane aspects of attacking, healing, and defending. When she uses destructive vulgar magic it generally has some strategic value like creating barriers or explosive traps.


Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: