Woebeast | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Woebeast CR: 18

Huge celestial, chaotic evil
Armor Class: 17
Hit Points: 368 (32d12 + 160) 32d12+160
Speed: 45 ft , fly: 20 ft , climb: 30 ft , can hover

STR

22 +6

DEX

18 +4

CON

20 +5

INT

16 +3

WIS

16 +3

CHA

16 +3

Saving Throws: STR +12; DEX +10; CON +11, WIS +9
Damage Vulnerabilities: Radiant
Damage Resistances: Psychic
Damage Immunities: Bludgeoning, Force
Senses: Darkvision 120'
Languages: Telepathy, Celestial, Demonian (Abyssal)
Challenge Rating: 18
Proficiency Bonus: +6

3/day: Counterspell at 3rd level, use Charisma as the Spellcasting ability


Woeful Presence. When a creature begins its turn within 120 of a woebeast that it can see, it must make a DC 18 Wisdom saving throw or suffer 6 (1d6 + 3) points of psychic damage, as the creature's presence inflicts a sense of suffering and pain. The woebeast will heal an amount of damage equal to the pain inflicted. Once a creature successfully saves against this effect, it is immune to the woebeast's Woeful Presence for the next 24 hours.

Actions

Multiattack. On its turn, the woebeast will use:

  • Spelleater and a Bludgeoning Tongue Bite
  • Distracting Pain
  • Darts of Despondency
  • Bludgeoning Tongue Bite and two Force Slams
in that order of preference.


Bludgeoning Tongue Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 17 (2d10 + 6) piercing damage, plus 16 (3d6 + 6) bludgeoning damage.

Force Slam.Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 9 (1d6 + 6) bludgeoning damage, plus 12 (2d8 + 3) force damage from a swipe of the beast's massive arms.

Distracting Pain. Ranged Spell Attack: +6 to hit, range 60 feet, up to 2 concentrating targets the woebeast can see within range (roll attack separately for each). Hit: 19 (3d10 + 3) psychic damage, and the target has disadvantage on their next Concentration check.

Darts of Dispondency. Ranged Spell Attack: +7 to hit, range 60 feet, up to 3 targets (roll each attack separately). Hit: [/i3 (1d4 + 1), and the target must make a DC 18 Wisdom saving throw or become gripped by overwhelming despair until the end of their next turn. While subject to this effect, the target cannot move, take actions, or take reactions and Dexterity saving throws are at disadvantage.

Spelleater (Recharge 4-6). The woe beast gazes in a 90-foot cone. Each spellcasting creature within the cone must make a DC 18 saving throw in their primary spellcasting ability. Creatures with more than one ability score governing their spellcasting use the lowest relevant ability score. On a failure, the target loses a spell slot of 1d10 - 1 spell level. If no spell slot is available of the designated level, the target loses the highest spell slot of a lower level that they still have available. The woebeast gains temporary hit points equal to the total number of spell-levels consumed. These temporary hit points do not stack, so subsequent use of the Spelleater ability replaces previous temporary hit points. On a successful save, a target is unaffected.

Bonus Actions

When a woebeast successfully lands a Force Slam attack on its turn, it may choose to use a bonus action to move up to half its movement without incurring an attack of opportunity.

Legendary Actions

The woebeast has three legendary actions per round, which it can only use at the end of another creature's turn.

Misty Step. The woebeast may cast the misty step spell without needing components.

Invisibility. The woebeast may become invisible. This invisibility persists until it makes an attack. It cannot use its Spelleater or Woeful Presence abilities while invisible and cannot drop the invisibility as any action or free action. The invisibility is only revoked if it makes an attack.

Melee Attack. Theh woebeast may make a single attack with either a Force Slam or a Bludgeoning Tongue Bite.

Lair Actions

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

  • Each creature of the woebeast's choice within 30 feet of the woebeast must succeed on a DC 14 Wisdom saving throw or suffer horrible intrusive thoughts of torture, pain, misery, death, disease, etc., to themselves or their loved ones. Any creature so affected has disadvantage on all attacks and ability checks until initiative count 20 of the next round.
  • Up to three creatures the woebeast can see must succeed on a DC 14 Constitution saving throw or suffer 3 (1d6) psychic damage as pain racks their body. The woebeast heals for a number of points equal to the damage the target creatures take.
  • Up to three creatures the woebeast can see must succeed on a DC 14 Wisdom saving throw or suffer the blinded until initiative count 20 of the next round.
  • A single creature the woebeast can see must succeed on a DC 14 Constitution saving throw or have its vocal cords seize up. For the next six seconds, it makes an incomprehensible, guttural moan, and it cannot speak or cast spells with verbal components until initiative count of 20 of the next round.

A woebeast's lair is scaled appropriately to the huge creature's size. It is a miserable den of filth, disease, and decay. Beasts and most monsters avoid the region within a mile of a woebeast's lair. Any creature that enters a woebeast's lair must make a DC 12 Constitution saving throw or contract a disease of the DM's choosing. The character will be unaware this occurred until symptoms manifest 1d4 + 2 days later.

Woebeasts are extremely rare creations of Tilgun, the Cruel Empress. She sends them into the world to bring chaos, fear, and, of course, suffering. She will often align them will hags and/or gnolls who are dedicated to her.

Physically, these huge creatures are roughly humanoid, though their arms are extraordinarily long in proportion to their bodies, like bugbears, but even more pronounced. Their heads are reptilian in shape. Their bodies are covered in shaggy hair.

Despite their brutish appearance, woebeasts are shrewd and intelligent, and they feed off the magic and anguish of others.

Suggested Environments

Mountains, Hills, Forests, Grasslands


Created by

gpkimzey.

Statblock Type

Monster

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