Spell Weaver (5e Creature)

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Spell Weaver[edit]

Medium aberration, neutral


Armor Class 13
Hit Points 90 (20d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 24 (+7) 18 (+4) 16 (+3)

Saving Throws Int +13, Wis +10
Skills Arcana +19
Proficiency Bonus +6
Damage Resistances acid, cold, fire, force, lightning, thunder
Damage Immunities poison, psychic
Condition Immunities poisoned, stunned
Senses truesight 120 ft., passive Perception 14
Languages Common, Deep Speech, Primordial, telepathy 120 ft.
Challenge 20 (25,000 XP)


Brethren Telepathy. The spell weaver can use its Telepathy to communicate with any other spell weaver it knows the location of within 1,000 miles of it.

Unfathomable Mind. The spell weaver's mind is too complex to read without consequence. Any creature attempting to do so must make a DC 23 Intelligence saving throw. On a failed save, the creature falls unconscious for 1d6 days as it mentally shuts down to process the extreme amount of information it just received. A greater restoration spell or greater magic can revive the target early. In any case, the creature can't recall any of the information it had to process. On a successful save, the creature acts as if affected by a confusion spell until the end of its next turn.

Chromatic Disk. The spell weaver carries a hexagonal disk that only it can use. This disk can store 10 charges. As a bonus action on the spell weaver's turn, it can extract any or all of these charges to regain missing spell slots, at one slot level per charge. (DM Note: This means a single charge can restore a used 1st-level spell slot, 2 charges can restore a 2nd-level spell slot or two 1st-level spell slots, etc.) The chromatic disk regains all of its charges whenever the spell weaver finishes a long rest. The disk becomes inert if the spell weaver dies.

Spell Weaving. When the spell weaver casts a spell, it can cast the spell with each arm depending on the spell's level. (It must spend every spell slot required to do this). A typical spell weaver has six arms, allowing it to cast six 1st-level spells at once, five 2nd-level spells, four 3rd-level spells, three 4th-level spells, two 5th-level spells, or one spell of any level above 5th. Each spell is independent from one another even if cast at the same time this way, meaning the spell weaver can choose different areas or targets for each spell, but can't use this feature to concentrate on more than one spell at a time. As long as it's not casting a spell of 6th-level or higher, it can cast different spells or even spells of different levels this way, with 1 arm per each level of the spell. This means it could cast one 4th-level spell and one 2nd-level spell at the same time, etc.

Ancient Knowledge. The spell weaver has an additional +2 bonus to its spell attack bonus and spell save DC.

ACTIONS

Multiattack. The spell weaver makes three slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage. Instead of dealing damage, the spell weaver can grapple the target (escape DC 16).

Spellcasting. The spell weaver is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). The spell weaver has the following wizard spells prepared:

Cantrips (at will): acid splash, mage hand, mending, minor illusion, ray of frost, shocking grasp
1st level (4 slots): chromatic orb, detect magic, identify, magic missile, shield
2nd level (3 slots): acid arrow, blur, detect thoughts, invisibility
3rd level (3 slots): counterspell, dispel magic, haste, lightning bolt, slow
4th level (3 slots): banishment, dimension door, phantasmal killer
5th level (3 slots): cone of cold, modify memory, telekinesis
6th level (2 slots): disintegrate, globe of invulnerability
7th level (2 slots): plane shift, prismatic spray, teleport
8th level (1 slot): mind blank
9th level (1 slot): psychic scream


Spell weavers existed in previous editions of D&D, but have been strangely absent from 5th-edition. Until that problem is solved, I decided to make one to fill that gap. If I weren't trying my hardest to be true to form then they'd be able to cast spells as a legendary action, having 3 of them instead of being able to cast 6 spells on their turn. However, that is not how the spell weaver do, so I didn't do that. It would be a suitable substitute however for any DMs that agree with that logic.

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