Wemic (Ranger) | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Wemic (Ranger) CR: 2

Large monstrosity, neutral
Armor Class: 15 (Natural Armour, Shield)
Hit Points: 46 (7d10+7)
Speed: 50 ft

STR

17 +3

DEX

17 +3

CON

14 +2

INT

10 +0

WIS

12 +1

CHA

9 -1

Skills: Athletics +5, Perception +3, Stealth +6
Senses: Darkvision 60 ft, passive Perception 13.
Languages: Sylvan, Common
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier

1ST LEVEL (3 SLOTS):

    Hail of Thorns. Casting Time (1 bonus action), Range (Self), Components (V), Duration (Concentration, up to 1 minute): The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
    Zephyr Strike. Casting Time (1 bonus action), Range (Self), Components (V), Duration (Concentration, up to 1 minute): You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.
  • Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
    Ensnaring Strike. Casting Time (1 bonus action), Range (Self), Components (V), Duration (Concentration, up to 1 minute): The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
  • While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
Swarmkeeper Magic: Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Mage Hand (When you cast it, the hand takes the form of your swarming nature spirits.) Faerie Fire


    Keen Smell. The Wemic has advantage on Wisdon (Perception) checks that rely on smell.
    Pounce. If the Wemic moves at least 20 feet straight toward a creature and them hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.
    Running Leap. With a 10-foot running start, the Wemic can long jump up to 25 feet.
    Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Alternatively, you can select two races of humanoid (Humans & Dwarves) as favored enemies.
  • You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
  • When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
    Natural Explorer. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: desert. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    Fighting Style. Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
  • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
    Primeval Awareness. You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Ranger Conclave: Swarmkeeper

    Gathered Swarm: Swarming insects. A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Actions

Multiattack. The Wemic can make two attacks, one with its claws and one with its weapon.   Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.   Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.   Net. Ranged Weapon Attack +5 to hit, range 5/15 ft., Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.


Created by

TheGazingEye.

Statblock Type

Monster

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