Orange Wizzrobe (5e Creature)

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Orange Wizzrobe[edit]

Medium humanoid, lawful evil


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


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 19 (+4) 16 (+3) 15 (+2)

Saving Throws Int +7, Wis +6
Skills Arcana +10, Stealth +6
Proficiency Bonus +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 13
Languages Blin, Common
Challenge 8 (3,900 XP)


Wizzrobe Summoning. When the wizzrobe rolls for initiative, it summons a fire wizzrobe and a yellow wizzrobe in unoccupied spaces within 60 feet of it.

Conjured Rod. The wizzrobe may create a fire 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 fire rod with this trait at a time.

ACTIONS

Multiattack. The wizzrobe makes three attacks with its Fire Rod.

Fire 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.

Summon Servants. The wizzrobe magically summons any one of the following: a black moblin, a mothula, two peahats, a tough bokoblin with a shield and sword or a moblin club, or two swarms of morths in an unoccupied space or spaces it can see within 120 feet of it. The wizzrobe may only have two of these options summoned at the same time.

Command Servant. One creature summoned by this wizzrobe that it can see uses its reaction to use one action that it could normally take.

BONUS ACTIONS

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

REACTIONS

Peahat Guard. When the wizzrobe is hit with a ranged attack, it summons a peahat in an unoccupied adjacent space that becomes the target of the attack instead. If there is a peahat that the wizzrobe can see, the nearest peahat that the wizzrobe can see is teleported to an unoccupied space within 5 feet of the wizzrobe and becomes the target of the ranged attack instead of a new peahat being summoned.

LEGENDARY ACTIONS

The wizzrobe can take 3 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 wizzrobe regains spent legendary actions at the start of its turn.

Warp. The wizzrobe magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Command Servant. The wizzrobe uses Command Servant.
Summon (Costs 2 Actions). The wizzrobe summons a black moblin, two mothulas, three peahats, a fire wizzrobe, or a yellow wizzrobe in an unoccupied space or spaces it can see within 120 feet of it. The wizzrobe must summon each option on this list before summoning a duplicate.
Summon Darknut (Costs 3 Actions). The wizzrobe summons a darknut in an unoccupied space it can see within 120 feet of it. The wizzrobe cannot summon another darknut until the first is incapacitated or killed.

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A master wizzrobe, the orange wizzrobe can conjure many minions to do its bidding. Watch out for its darknut allies!


See also[edit]

  • Electric Wizzrobe, a form of wizzrobe empowered by the element of lightning.
  • Fire Wizzrobe, a form of wizzrobe empowered by the element of fire.
  • Ice Wizzrobe, a form of wizzrobe empowered by the element of ice.
  • Meteo Wizzrobe, a much more powerful variant of the fire wizzrobe.
  • Yellow Wizzrobe, a form of wizzrobe with the magical ability to summon allies in the midst of combat.
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