Wasgo (5e Creature)
Wasgo (Sea Wolf)
Gargantuan monstrosity, unaligned Armor Class 14 (natural armor)
Skills Athletics +12, Intimidation +10, Perception +6, Stealth +6 Echolocation. The wasgo can’t use it’s blindsight while deafened or on land. Hold Breath. The wasgo can hold its breath for up to 4 hours. Keen Hearing and Smell. The wasgo has advantage on Wisdom (Perception) checks that rely on hearing or smell. Brute Force. The wasgo deals an additional 5 damage with each of its natural weapons (included in attacks). Magic Resistance. The wasgo has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The wasgo makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 12) piercing damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d6 + 12) slashing damage. Sonar Screech (Recharge 6). The wasgo emits a thunderous blast of noise from its mouth in a 120-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 42 (12d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature not fully submerged in water automatically succeeds on this saving throw.
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The wasgo, also called the sea wolf is a rather large monstrosity that dwells in northern seas where it preys upon the population of killer whales. It appears like a combination of a wolf and killer whale, with a large tail fin and dorsal fin, a wolf's fur and head, and front legs resembling muscular leg-like flippers. The wasgo is often more than 100 feet long and can move surprisingly quickly on land. |
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