Large Aberration, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
14 (+2)
Skills Intimidation +5, Perception +5
Condition Immunities Frightened
Senses Darkvision 120 ft., Passive Perception 15
Languages Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Antimagic Cone. The woe strider’s open mouth creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone. At the start of each of its turns, the woe strider decides which way the cone faces and whether its mouth is open or closed.

Actions

Multiattack. The woe strider makes two claw attacks and one bite attack. If both claws hit the same creature, the target is grappled (escape DC 14).

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) psychic damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that is grappled, incapacitated, or restrained. Hit: 13 (2d8 + 4) piercing damage plus 16 (3d10) psychic damage. In addition, each magic item the creature is carrying that isn’t an artifact has its magical properties suppressed for 1 minute.

Description

Woe striders form from the souls of those who’ve broken the bonds of destiny. Over centuries, these cosmic blasphemers transform into hunched, long-limbed horrors. Sadistic things, woe striders seek ways to reweave themselves into the tapestry of destiny. This leads them to search for answers within the bowels of other beings, performing murderous haruspicy in pursuit of their discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the weeping woe strider takes a lair action to cause one of the following effects.

Creeping Fate Puddle. The weeping woe strider leaks pure fate wherever it treks, and if it remains in a location long enough it can completely cover the surrounding area, up to a mile wide. The weeping woe strider may direct a Fate Puddle up to 15 feet in any direction. Whenever a creature starts it's turn in a Fate Puddle roll on the table below to determine the effect that takes place. Roll once for each puddle a character is in, each puddle may have a different effect.

d8 Effect
1 Bad Luck: The next attack, saving throw, or skill check made by the creature is at Disadvantage. No instances of Advantage can change this.
2 Psychic Torment: The creature makes a Wisdom saving throw, DC 14. On a fail they are frightened of the Weeping Woe Strider and take 1d8 psychic damage. They may make a saving throw again at the end of each of their turns.
3 Fate is Set in Stone: The creature has a speed of 0 this turn.
4 Delayed Caster: The effects of the next spell cast by the creature this turn don't occur until the start of their next turn. It occurs as it would normally on the subsequent turn without taking that turn's action.
5 Fate's Ire: The creature is marked by Fate until the start of their next turn and the Weeping Woe Strider must direct all attacks towards this target. If multiple creatures are marked, the Weeping Woe Strider will attack the nearest target.
6 Slipstream: At the start of the creature's turn they fall through the Fate Puddle and emerge in a random puddle up to 60 feet away. Roll a d100, on a 10 or lower the creature emerges having aged 10 years.
7 Depth Imperception: The range of all spells or actions available to a character this turn are reversed. Ranged spells are now touch, and anything melee now has a range of 60 feet.
8 Good Luck: The next attack, saving throw, or skill check made by the creature is at Advantage. No instances of Disadvantage can change this.
Reose

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