Ruin Chanter (5e Creature)

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Ruin Chanter[edit]

Medium fey, chaotic neutral


Armor Class 18 (leather armor)
Hit Points 210 (20d8 + 120)
Speed 40 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
20 (+5) 25 (+7) 23 (+6) 18 (+4) 17 (+3) 25 (+7)

Saving Throws Dex +12, Con +11, Wis +8, Cha +12
Skills Acrobatics +12, Arcana +9, History +9, Intimidation +12, Investigation +9, Perception +8, Performance +12, Stealth +12, Survival +8
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Common, Giant, Primordial, Sylvan
Challenge 14 (11,500 XP)


Innate Spellcasting. The ruin chanter's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: guidance, sapping sting, toll the dead
6/day each: bane, distort value, heroism, hex, silvery barbs, sleep
3/day each: calm emotions, darkness, ray of enfeeblement, spike growth, suggestion, wither and bloom
1/day each: blight, confusion, summon construct (Stone only)

Magic Resistance. The ruin chanter has advantage on saving throws against spells and other magical effects.

Ruins Walker. The ruin chanter has advantage on Dexterity (Acrobatics and Stealth) checks while in a rocky environment or ruins. The ruin chanter and any creature it summons are also immune to damage from spike growth and similar effects and unaffected by difficult terrain.

ACTIONS

Multiattack. The ruin chanter uses its Infirmity of Body or Infirmity of Mind. It then makes one mace attack or uses its Corrosive Touch.

Mace. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage. This is a magic weapon attack.

Corrosive Touch. The ruin chanter corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 20 Dexterity saving throw to avoid the ruin chanter's touch.
If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Infirmity of Body. The ruin chanter aggressively points at a creature it can see within 60 feet of it. The creature must succeed on a DC 20 Constitution saving throw or gain disadvantage on all weapon attacks and Strength, Dexterity, and Constitution ability checks and saving throws for 1 hour. For the duration, the creature's appearance becomes withered and elderly as their vigor evaporates. A remove curse spell or other magic ends this effect. A ruin chanter cannot place both Infirmity of Body and Infirmity of Mind on the same creature.

Infirmity of Mind. The ruin chanter aggressively points at a creature it can see within 60 feet of it. The creature must succeed on a DC 20 Wisdom saving throw or gain disadvantage on all spell attacks and Intelligence, Wisdom, and Charisma ability checks and saving throws for 1 hour. For the duration, the creature's expression becomes confused and empty as their mind shrivels. A remove curse spell or other magic ends this effect. A ruin chanter cannot place both Infirmity of Body and Infirmity of Mind on the same creature.

BONUS ACTIONS

Dirge's Inspiration (Recharge 6). The ruin chanter can give up to six other creatures of its choice that can hear it within 60 feet of it a d10. The creature can expend and add this d10 to any ability check, attack roll, or saving throw it makes within 10 minutes.

Shadow Slip. The ruin chanter takes the Dash, Disengage, or Hide action.


Ruin chanters generally resemble tall, sad elves of many seasons with dark skin, silver hair, and eyes of pure black. They tend to dress in whatever scraps of clothing they can cobble together, often in faded or earthy colors. Most also wear some form of similarly diversified simple armor under such clothing, though it rarely offers them much in the way of protection beyond the shade from their broad hats.
A dour, solitary sort of fey, ruin chanters embody both the inevitable decay of time and the nostalgic longing for what once was. Making their homes in abandoned ruins, ruin chanters take their name for their preferred past time of eulogizing over these testaments to past greatness with sorrowful dirges laced with fey magic. There they stew alone besides an occasional intersection with another ruin chanter and the ruin elementals they summon as both companions and bodyguards. Ruin chanters often lair in areas with purposeless or obsolete constructs, elementals, and undead, but outside the most intelligent of their kind those creatures rarely give the ruin chanter much trouble or attention.

Archivist. Ruin chanters view any ruins they inhabit as their territory and will violently attack almost any being, other than a few colors of dragon, that enters them in anger at the intrusions, save those they believe native to the ruins. However, any creature that desires to restore the ruins to full function and can make such intentions clear to the ruin chanter will suddenly make a powerful ally to help them in their work, but the ruin chanter will want a faithful refurbishment without any improvements or changes. Any such deviations from the past will be seen as a betrayal.

Skirmisher. A ruin chanter is not a foe that will stand and fight their enemies, instead preferring to leave that work to their ruins elementals while they use spellcasting and their age manipulation abilities to hobble their enemies. Most ruin chanters will try to conceal their flying abilities whenever they can, often using them to slightly glide over dangerous terrain and baiting their pursuers into hazards. That is not to say they won't take to the air if cornered, just that they don't like being that obvious.

A Ruin Chanter's Lair

Lair Actions

On initiative count 20 (losing initiative ties), the ruin chanter takes a lair action to cause one of the following effects; the ruin chanter can't use the same effect two rounds in a row:

  • The ground in a 30-foot radius centered on a point within 120 feet of the ruin chanter distorts and breaks to form sharp glass shards and small rusty spikes. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 7 (3d4) piercing damage for every 5 feet it travels. When a creature takes damage from this action, they must succeed on a DC 20 Constitution saving throw at the end of the turn or be poisoned until the end of their next turn. The painful rubble sinks into the ground and disappears when the ruin chanter uses this lair action again or dies.
  • The ruin chanter summons 1d6 gargoyles, glasswork golems (WBtW page 193), or poltergeists. These creatures rise from the ground in unoccupied spaces within 150 feet of the ruin chanter. These creatures roll their own initiative and are not under the ruin chanter's control but will not attack it or any constructs, elementals, or undead. They will treat other creatures as hostile.
  • The ruin chanter assails up to six creatures it can see within 300 feet of it with a haunting melody. Each of those creatures that can hear the melody must make DC 20 Charisma saving throw. On a success, the creature's movement speed is halved until the end of its next turn. On a failure, the creature is knocked prone, its movement speed reduced to 0 feet until the end of its next turn and if it was concentrating, it must succeed on a DC 20 Constitution saving throw or lose its concentration.
  • The ruin chanter creates a ruin elemental (see below) and gains 3 levels of exhaustion. The ruin elemental rolls its own initiative.

Ruin Elementals

The ruin chanter can perform a 1-hour long ritual to summon a ruin elemental. During the ritual, a wild storm rages within 300 feet around the ruin chanter. The storm's area is heavily obscured and gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. When the ritual is complete, the storm immediately disappears and a ruin elemental will appear in an unoccupied space within 30 feet of the ruin chanter. The ruin elemental obeys all verbal instructions given to it by its creator. A ruin chanter can control up to three ruin elementals at a time. Once it uses this ritual, the ruin chanter can't perform the ritual again until 1d20 days have passed.
A ruin elemental has the same statistics as a stone golem with the elemental type instead of construct, resistance to necrotic damage, and its Slow action replaced with the following bonus action;

Shockwave (Recharge 5-6). The ruin elemental strikes the ground to create a shockwave. Each creature on the ground that isn't an elemental within 20 feet of the ruin elemental must succeed on a DC 18 Strength saving throw or be knocked prone and back 10 feet away from the ruin elemental.

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