Wither Storm (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

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The Wither Storm[edit]

Titanic aberration, chaotic evil


Armor Class 26 (natural armor)
Hit Points 2120 (40d100 + 100)
Speed 40 ft., 160 ft. fly (hover)


STR DEX CON INT WIS CHA
24 (+7) 22 (+6) 28 (+9) 16 (+3) 18 (+4) 20 (+5)

Damage Vulnerabilities radiant, force
Damage Resistances psychic, acid, lightning
Damage Immunities bludgeoning, slashing, and piercing from nonmagical weapons, fire, necrotic, poison, cold
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, invisible, paralyzed, petrified, poisoned, prone, stunned
Senses passive Perception 14
Languages understands all languages, speaks Common, Infernal
Challenge 47 (980,000 XP)


Legendary Resistance (5/Day). If the Wither Storm fails a saving throw, it can choose to succeed instead.

Turn Resistance. The Wither Storm is immune on saving throws against any effect that turns undead.

Wither Sickness. Creatures poisoned by the Wither Storm must make a DC 30 Constitution saving throw at the beginning of each of their turns. A failure causes them to take 27 (6d8) necrotic damage, while a success causes them to not be affected by this effect for 10 minutes, but are still poisoned, however. Failing this save three rounds in a row causes the target's body to shrivel and cripple, leading to disadvantage on all saving throws, attack rolls, and checks. This can only be cured with a greater restoration, a 5th level dispel magic, or anything remotely stronger or similar.

Unstable Core. The Wither Storm has a Command Block stored within the clumps of necrotic mass that it is. If you score a critical hit on the Wither Storm, and have reasonable access to its core, the Wither Storm takes double damage on top of the critical hit and 27 (5d10) fire damage.

Wither-mad. 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 the afterlife, leaving behind only a pale grey husk of what they once were. Whenever this happens, the Wither Storm regains half of the target's maximum hit points. A creature affected by wither-mad can't be restored to life except by a casting of Wish.
Touching a wither-mad corpse 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 20 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 another Wither-mad corpse.

ACTIONS

Multiattack. The Wither makes five flaming skull shot attacks, being able to trade out two wither skull shots for an explosive skull shot.

Flaming Skull Shot. Ranged Spell Attack: +20 to hit, range 120/360 ft., one target. Hit: 59 (12d8 + 5) necrotic damage and the target is poisoned.

Explosive Skull Shot. Ranged Spell Attack: +15 to hit, range 120/360 ft., one target. Hit: 140 (20d12 + 10) 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.

Tentacle. Melee Weapon Attack: +21 to hit, reach 80 ft., three targets. Hit: 36 (8d8) necrotic damage. Those hit are restrained.

Tractor Beam. The Wither Storm fires a beam of ethereal light from its many eyes, attracting any matter and object that is Gargantuan or smaller within it. Creatures of Large size or smaller are also attracted, and must roll a DC 25 Dexterity saving throw or be absorbed by the Wither Storm, taking 22 (4d10) necrotic damage for every turn spent inside it.

REACTIONS

Decaying Maw. The Wither Storm grabs the attack used against it with tendrils, and simply consumes it. The Wither Storm is healed for a quarter of the damage the attack would have done. This may only be used with attacks that deal less that a tenth of the Wither Storm's current health.

LEGENDARY ACTIONS

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

Explosive Skull Shot. The Wither makes an explosive skull shot attack.

Dash (Costs 2 Actions). The Wither Storm 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.

Split (Costs 3 Actions). The Wither Storm, if it has taken more than one tenth of its maximum health this round, has one of its parts fall off and slam on the ground, anyone in a 30 ft. square in a direction next to the Wither Storm taking 28 (5d10) bludgeoning damage. This then grows into three Wither Skeleton assassins. At the DM's discretion, this may also reform into a Wither.

9750s_Wither_Storm_render.png
The Eternal Hunger, The Wither that Waves Doom. Source.

The Wither Storm is an unending mass of freshly harvested soul soil and black-hole like substance that hails from the Nether. Being created in a process like that of the Wither, but with the reality-warping Command Block placed in the center of the totem. A ribcage starts to swirl with arcane energy, preventing the Wither from being destroyed once the ritual has been made, and eventually turns into the deathly mass shown. Jesse, a humble Minecraftian, enchanted his own blade with the powers of the Command Block, striking the Wither Storm in its center and saving the world, but for some unknown reason, it has made an insurgence in whatever campaign released this monstrosity.

Hivemind of Heresy. The Wither Storm has absorbed thousands of living beings at this rate, and they all simultaneously fuel its wrath for feeding and satiation. At times, one of these souls leaks through, and might scream out their final words, arranging from a piece of advice to simple screams.

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