Wamuu, Warrior of the Pillar Men (5e Creature)

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Wamuu, Warrior of the Pillar Men[edit]

medium humanoid (Pillar Man), lawful evil


Armor Class 18 (Natural Armor)
Hit Points 190 (20d8 + 90)
Speed 40


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 20 (+5) 22 (+6) 22 (+6) 12 (+1)

Saving Throws Str +11, Dex +9, Con +9, Int +10, Wis +10
Skills Acrobatics +9, Animal Handling +10, Athletics +11, History +10, Intimidation +5, Investigation +10, Insight +10, Nature +10, Perception +10, Stealth +9, Survival +10
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Charmed, Frightened
Senses blindsight 120 ft., passive Perception 16
Languages Common
Challenge 12 (8,400 XP)


Legendary Resistance (3/day). If Wamuu fails a saving throw, he can choose to succeed instead.

Hyper-intellect. Wamuu is capable of understanding most concepts rather quickly. He can learn to speak any language he's heard and can become proficient in any weapon he's held. He must be in the presence of a language for at least 10 minutes or get the feel of a weapon for 5 minutes.

Regeneration. Wamuu regains 20 hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. If Wamuu takes radiant damage, this trait doesn't work until the start of his next turn.

Sunlight Hypersensitivity. Wamuu takes 20 radiant damage each turn he starts his turn in sunlight.

Path of Destruction. If a creature is within Wamuu's movement path, he activates his absorption feature as a bonus action.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage.

Wind Shot. Ranged Weapon Attack: +7 to hit, range 15/30 ft., three targets. Hit: 18 (2d8 + 7) slashing damage.

Absorption. As a Pillar Man, Wamuu can absorb other living creatures and meld flesh together. As an action, he can make contact with a creature or creatures and either absorb them, gaining 3d12 healing, or meld to two creatures together, causing them to be bonded to one another, effectively restraining them. Any creature who wishes to avoid the absorption must make a DC 16 Dexterity saving throw to escape his range or suffer one of these effects.

Wind Suit. Wamuu wraps his body in steam and vapor created from his lungs, refracting light away from him for 12 seconds (2 turns). This ability makes Wamuu able to walk in sunlight and gives him slight invisibility. A creature is able to discern the location of Wamuu with a DC 16 perception check, allowing them to see the vapor surrounding his body and making him slightly visible. This action can be used three times per day.

Divine Sandstorm (requires concentration). Wamuu spins his forearms, creating a massive sandstorm of nearby dust and rocks in a 30 foot radius from him. Any creatures caught in this sandstorm must make a DC 18 Dexterity saving throw. The creature takes 2d12 of slashing damage and be knocked prone on a failed save or 1d12 on a successful save. A creature within 5 feet of Wamuu takes double this damage. The creature must make this check at the beginning of each turn in the divine sandstorm's radius. The divine sandstorm ends after 24 seconds (4 turns) or if Wamuu loses concentration on the attack. In addition, all attacks and checks based on sight have disadvantage while made inside the divine sandstorm.

Final Mode: Atmospheric Rift. As a last resort, Wamuu uses the tubes for his wind suit, gathering huge amounts of air and compressing it in his lungs. He then releases the air from a horn that extends from his head, causing the winds to be come razor sharp. The stream of air extends 30 feet and cuts through anything in its path, even stone. Any creatures in the path of the stream must make a DC 18 Dexterity saving throw, taking 3d8 of slashing damage on successful save or 6d8 on a failed save. However, at the end of every turn while using atmospheric Rift, Wamuu takes 20 radiant damage due to the heat and scraping caused by the wind compression, which slowly tears his body apart. He may dismiss this ability as an action.

REACTIONS

Reflexive Defense. If a creature attempts to step behind Wamuu, he uses his reaction and deals an unarmed strike.

LEGENDARY ACTIONS

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

Move. Wamuu moves up to his speed without provoking opportunity attacks.

Unarmed Strike. Wamuu makes one unarmed strike.

Wind Shot. Wamuu makes one attack with Wind Shot.

From a long forgotten clan of warriors, the Pillar Men, Wamuu is one of their finest. Saved as a baby by his masters, he is in loyal service to his superiors, Lord Kars and Esidisi. He serves in his one true cause: to seek out the Red Stone of Aja for his master Lord Kars so that he may become the Ultimate Life Form. However, Wamuu is incredibly noble compared to the other Pillar Men. He has incredible respect for other warriors, and those who fight valiantly are remembered and honored in his memory. He never turns down an opportunity to witness warriors flourish where he can and have a fight that truly tests his mettle. He is also known as the Master of Wind of the pillar men, capable of bending the air around him to his whim, making him a truly fearsome foe to face. Fortunately for those other than the Pillar Men, Wamuu and his masters are more than likely hibernating, deep in the earth in some sacred tomb, where they have yet to awaken from their stone shells. However, the day shall arise when the Pillar Men shall awaken, and on that day life shall feel it's greatest threat.



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