Spell Weaver (5e Creature)

Spell Weaver

Medium aberration, neutral


Armor Class 13 (natural armor)
Hit Points 90 (20d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 24 (+7) 18 (+4) 16 (+3)

Saving Throws Int +13, Wis +10
Skills Arcana +19
Damage Resistances acid, cold, fire, force, lightning, poison, thunder
Damage Immunities psychic
Condition Immunities stunned, poisoned
Senses passive Perception 14, Truesight 120 feet.
Languages Common and Primordial but doesn't speak. Telepathy 120 feet.
Challenge 20 (25,000 XP)


Brethren Telepathy. The Spell Weaver can use its Telepathy to communicate with any other Spell Weaver it knows the location of within 1000 miles of it.

Unfathomable Mind. The Spell Weaver's mind is too complex to read without consequence. Any creature attempting to do so must make a DC 23 Intelligence saving throw. On a fail, the creature falls unconscious for 1D6 days as it mentally shuts down to process the extreme amount of information it just received. A greater restoration spell or greater magic can revive the target early. In any case, the creature can't recall any of the information it had to process. On a success, the creature acts as if affected by a confusion spell until the end of its next turn.

Chromatic Disk. The Spell Weaver carries a hexagonal disk that only it can use. This disk can store 10 charges. As a bonus action on the Spell Weaver's turn, it can extract any or all of these charges to regain missing spell slots, at one slot level per charge. (DM Note: This means a single charge can restore a used 1st-level spell slot, 2 charges can restore a 2nd-level spell slot or two 1st-level spell slots, etc.) The Chromatic Disk regains all of its charges whenever the Spell Weaver finishes a long rest. The disk becomes inert if the Spell Weaver dies.

Spell Weaving. When the Spell Weaver casts a spell, it can cast the spell with each arm depending on the spell's level. (It must spend every spell slot required to do this). A typical Spell Weaver has 6 arms, allowing it to cast six 1st-level spells at once, five 2nd-level spells, four 3rd-level spells, three 4th-level spells, two 5th-level spells, or one spell of any level above 5th. Each spell is independent from one another even if cast at the same time this way, meaning the Spell Weaver can choose different areas or targets for each spell, but can't use this feature to concentrate on more than one spell at a time. As long as it's not casting a spell of 6th-level or higher, it can cast different spells or even spells of different levels this way, with 1 arm per each level of the spell. This means it could cast one 4th-level spell and one 2nd-level spell at the same time, etc.

Ancient Knowledge. The Spell Weaver has an additional +2 bonus to its spell attack bonus and spell save DC.

ACTIONS

Multiattack. The Spell Weaver makes 3 Slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage. The Spell Weaver can forgo dealing any damage to instead grapple the target (Escape DC 16).

Spellcasting. The Spell Weaver is a 20th-level spellcaster. Its spellcasting ability is Intelligence (DM Note: This means it's Spell Attack Bonus is +15 and its Spell Save DC is 23). The Spell Weaver has the following Wizard spells prepared:

Cantrips (At will): acid splash, mage hand, mending, minor illusion, ray of frost, shocking grasp

1st-level (4 slots): chromatic orb, detect magic, identify, magic missile, shield

2nd-level (3 slots): acid arrow, blur, detect thoughts, invisibility

3rd-level (3 slots): counterspell, dispel magic, haste, lightning bolt, slow

4th-level (3 slots): banishment, dimension door, phantasmal killer

5th-level (3 slots): cone of cold, modify memory, telekinesis

6th-level (2 slots): disintegrate, globe of invulnerability

7th-level (2 slots): plane shift, teleport, prismatic spray

8th-level (1 slot): mind blank

9th-level (1 slot): psychic scream


Spell Weavers existed in previous editions of D&D, but have been strangely absent from 5th-edition. Until that problem is solved, I decided to make one to fill that gap. If I weren't trying my hardest to be true to form then they'd be able to cast spells as a legendary action, having 3 of them instead of being able to cast 6 spells on their turn. However, that is not how the Spell Weaver do, so I didn't do that. It would be a suitable substitute however for any DMs that agree with that logic.


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