The Wither (5e Creature)

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The Wither[edit]

Large undead, chaotic evil


Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 0 ft., fly 50 ft. (hover)


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

Damage Vulnerabilities radiant
Damage Immunities fire, necrotic, poison, cold
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, invisible, paralyzed, petrified, poisoned, prone, stunned
Senses darkvision 120 ft., truesight 30 ft., passive Perception 13
Languages Common, Infernal
Challenge 24 (62,000 XP)


Legendary Resistance (3/day). If the Wither fails a saving throw, it can choose to succeed instead.

Turn Resistance. The Wither has advantage on saving throws against any effect that turns undead.

Wither. Creatures poisoned by the Wither must make a DC 20 Constitution saving throw at the beginning of each of their turns. A successful save removes the poisoned condition, but a failure causes them to take 18 (4d8) necrotic damage.

Wither Armor. When the Wither's current hit points drop below half (105) it becomes surrounded by a glowing blue shell of arcane force. Its AC becomes 23 and ranged attacks against the Wither are made at disadvantage.

Wither Rose. A living creature reduced to 0 hit points by the Wither's attacks or by damage from the wither effect is killed instantly and its body shrivels and fades into darkness, leaving behind only a single black rose. Whenever this happens, the Wither regains 10 (1d10 + 5) hit points. A creature turned into a wither rose can't be restored to life except by a casting of Wish.

Touching a wither rose deals 9 (2d8) necrotic damage and poisons the one who touched it with a lesser version of the wither effect. The creature must make a DC 13 Constitution saving throw at the beginning of each of its turns. A successful save removes the poisoned condition, but a failure causes them to take 9 (2d8) necrotic damage. A creature reduced to 0 hit points by this damage is killed instantly, but does NOT become a wither rose.

ACTIONS

Multiattack. The Wither makes three wither skull shot attacks.

Wither Skull Shot. Ranged Spell Attack: +12 to hit, range 60/120 ft., one target. Hit: 23 (4d8 + 5) necrotic damage and the target is poisoned.

Explosive Skull Shot. Ranged Spell Attack: +12 to hit, range 60/120 ft., one target. Hit: 59 (12d8 + 5) necrotic and bludgeoning damage and the target is poisoned. Creatures and objects within a 20 foot radius of the target take 27 (6d8) necrotic and bludgeoning damage and are poisoned.


LEGENDARY ACTIONS

The Wither 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 Wither regains spent legendary actions at the start of its turn.

Wither Skull Shot. The Wither makes a wither skull shot attack.

Dash (Costs 2 Actions). The Wither moves up to 50 feet, passing through obstacles on the way as any obstacles or objects in its path that are not being carried by a creature are destroyed instantly. It then makes a melee weapon attack: +10 to hit. reach 5 ft., one target. Hit: 23 (4d8 + 5) force damage and the target is pushed back 20 feet and is poisoned. The Wither will only use this attack if it is at half it’s hit points or fewer.

The Wither is an infernal abomination, an avatar of wrath and destruction, summoned into an artificial body constructed from hellish skeleton skulls and soul-infused sand from the underworld. Once summoned, the Wither will immediately turn its undying rage upon all around it, including the one who summoned it, killing indiscriminately until its new body is finally destroyed.

One may ask why anyone would be so foolish as to summon such a monstrosity. It is said that anyone who can summon and then defeat the Wither will be rewarded with a "nether star", a relic which can then be fashioned into a shining beacon of light, granting its builder the power of a god. Those who have succeeded at this trial, it is said, have gone on to become mighty kings whose deeds will be remembered for eons. Those who fail, on the other hand, will be memorialized only by vast fields of toxic black flowers that were once living creatures, now eerily beautiful monuments to foolishness and greed.

Nether Star

This glittering crystal known as a nether star forms within the body of the Wither. It is rare and extremely valuable, but more important is its use in creating the beacon of power. The nether star must be placed inside a container of glass and obsidian, and then that put on top of a pyramid of precious stones and metals. An 8 hour ritual of attunement must then be performed, after which the beacon sends up a beam of white light into the sky.

For as long as the beacon's light has an unobstructed path into the sky, the beacon grants its effects to all those who were present and participated in the ritual, for as long as they remain within 150 feet of the beacon. The effects added by the beacon depend on the size and cost of the pyramid structure. The pyramid can be built at any size by paying the full cost for that size, or can be upgraded over time.

A large sized pyramid costing 9,000 gp grants the following effects.

  • You can use the dash action as a bonus action on your turn.
  • Your jump distance is tripled.

A huge sized pyramid costs an additional 25,000 gp (34,000 gp total) and grants the previous two effects as well as the following.

  • You receive a +1 bonus to AC and saving throws.
  • Your melee weapon attacks deal an extra 1d4 force damage.

A gargantuan sized pyramid costs an additional 49,000 gp (83,000 gp total) and grants all of the previous effects as well as the following.

  • You regain 5 hit points at the start of your turn as long as you have at least 1 hit point.

The full pyramid, also gargantuan sized, costs an additional 81,000 gp (164,000 gp total). It grants all of the above effects and the following.

  • You can take an additional action on each turn.
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