Meteo Wizzrobe (5e Creature)

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Meteo Wizzrobe[edit]

Medium humanoid, lawful evil


Armor Class 17 (natural armor)
Hit Points 117 (18d8 + 36)
Speed 30 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 19 (+4) 16 (+3) 15 (+2)

Saving Throws Int +7, Wis +6
Skills Arcana +7, Perception +6, Stealth +6
Proficiency Bonus +3
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 16
Languages Blin, Common
Challenge 7 (2,900 XP)


Conjured Rod. The wizzrobe may create a +1 meteor rod when it rolls initiative. The wizzrobe may dismiss the rod as a bonus action, and the rod disappears if the wizzrobe is incapacitated. A wizzrobe may only create one meteor rod with this trait at a time.

Firestarter. If a flammable target within 90 feet of the wizzrobe that takes fire damage from it, it is ignited, and will take 7 (2d6) fire damage at the start of each of the wizzrobe's turns. The creature or an adjacent creature can use their action to extinguish these flames.

Heated Body. A creature that touches the wizzrobe or hits it with a melee attack while within 5 feet of the wizzrobe takes 3 (1d6) fire damage.

ACTIONS

Multiattack. The wizzrobe makes two attacks with its Meteor Rod.

Meteor Rod Melee Weapon Attack or Ranged Spell Attack: +4 to hit in melee or +7 to hit at range, reach 5 ft. or range 90 ft., one target. Hit: 2 (1d4) bludgeoning damage plus 1 fire damage in melee or 14 (3d6 + 4) fire damage at range.

Meteor Strike (Recharge 5-6). The wizzrobe conjures a storm of flaming meteorites, which strike at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and 18 (4d8) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried.

BONUS ACTIONS

Wizzwarp. The wizzrobe casts misty step. Intelligence is its spellcasting ability.


Meteo wizzrobes are similar to fire wizzrobes, but much stronger. The element of fire is virtually ingrained into their very being, and they wield much greater powers and rods of fire.

A Meteo Wizzrobe's Lair

A meteo wizzrobe inhabits deserts and other hot areas, often claiming a ruin or other abandoned structure as a dwelling. The already high temperatures skyrocket in the vicinity of the wizzrobe's lair, while fiery monsters lurk nearby, called by the wizzrobe's presence.

Regional Effects

The region containing such a practiced wizzrobe is warped by the elemental magics, which creates one or more of the following effects:

  • The temperature rises within a 1-mile radius of the wizzrobe's lair, requiring creatures to drink twice the usual amount of water to stay hydrated. This area is also considered extreme heat (DMG 110).
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Creatures with "Fire" variants inhabit the area in increased numbers.

If the wizzrobe dies, these effects end immediately.


See also[edit]

  • Fire Wizzrobe, a weaker variant of this creature.
  • Blizzrobe, another form of wizzrobe, but greatly empowered by the element of ice.
  • Orange Wizzrobe, a powerful wizzrobe with the pyromancy of a fire wizzrobe and the conjuration prowess of a yellow wizzrobe.
  • Thunder Wizzrobe, another form of wizzrobe, but greatly empowered by the element of lightning.
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