Medium Humanoid, Any Alignment
Armor Class 16 breatplate
Hit Points 70 (20d6 + 10)
Speed 30 ft., fly 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
15 (+2)
INT
20 (+5)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws DEX +9, INT +10
Damage Vulnerabilities Radiant
Damage Resistances Fire, Necrotic, Psychic
Damage Immunities Acid
Condition Immunities Charmed
Senses Darkvision, Passive Perception 18
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

multiple minds. The young whedab has five minds which let the young whedab take five actions two of which can be a physical actions but only one multiattack. The whedab wyrmling can make five int, cha wis checks saves and skill checks when needed each check with each brains corresponding int, cha or wis. The central brain's int, cha and wis corresponds with the young whedab's ability scores the next two minds have an int of 15, cha of 13 and wis of 12. the final two have int of 10, cha of 9 and wis of 8 The young whedab can concentrate on up to five spells at once using its five minds the normal rules of concentration apply if one mind is concentrating on a spell it can't concentrate on another. If the concentration it trying to be broken you make a separate check for each mind.

mind control. The young whedab can take an action on its turn using a minimum of two minds to try and take over a creature. The creature has to make a wisdom save against 75% of all the minds used cha score rounded up. on a successful save the creature is charmed for the turn on a failed save the creature is under the young whedab's control. Every turn after, the target can make the same check but with a disadvantage, the mind control needs the concentration of all of the minds used to take it over. If the concentration of a minds concentration is broken the DC goes down by however much the mind contributed. 

spellcasting. the young whedab can cast two different categories of spells the first use cha the second use int. the young whedab can cast the following sorcerer spells

cantrips (at will) Acid Splash, Fire Bolt, Light, True Strike, creat bonfire

1st level  (4 slots) Charm person, detect magic, silent image 

2nd level  (4 slots) crown of madness, levitate

the young whedab has the following wizard spells prepared 

cantrips (at will) friends, blade ward, message, firebolt

1st level (4 slots) expeditious retreat, which bolt, alarm

2nd level (3 slots) cloud of daggers, hold person, invisibility, magic weapon, suggestion 

3rd level (3 slots) bestow curse, Melf's minute meteors, wall of water

mind throw. as an action on the young whedab's turn, it can use a minimum of one mind to target a creature. the creature has to make a strength check with a DC equivalent to all the minds used int. for everyone below the DC the target rolled the whedab wyrmling can throw it 15 ft more with a minimum of 10 ft when it lands it takes equivalent falling damage as if it was falling the distance it was thrown on a successful save he whedab wyrmling takes 1 psionic damage (resistance does not count) for every number above the DC * the number of minds used

Actions

multiattack. the young whedab makes two longsword attacks and two shortsword attacks. the shortsword attacks can be replaced by claw attacks. 

 longsword. Melee weapon attack:  +11 to hit reach 5ft one target. Hit: 6 (1d8+2) slashing damage 

shortsword. Melee weapon attack:  +13 to hit reach 5ft., one target. Hit: 7 (1d6 +4) piercing damage

claw. Melee weapon attack:  +13 to hit reach 5 ft., one target. Hit: 6 (1d4 +4) slashing damage every round after the target has to make a DC 12 Constitution save on a failed save the target is paralyzed for the turn and takes Hit: 3 (1d4) necrotic damage 

psi bolt. ranged weapon attack:  +14 to hit., range (insight)., one target Hit: 7 (1d4 +5) psionic damage. the target has to make a DC 12 intelligence check on a failed save the target takes an extra (1d4) psionic damage and is stunned for the turn

mind wave.  ranged weapon attack:   50 ft radius centred on the young whedab all creature in the area must make a DC15 constitution check on a successful save the creature takes Hit: 2 (1d4) psionic damage on a failed save the creature takes Hit: 8 (1d6 +5) psionic damage and are stunned. the young whedab takes Hit: 2 (1d4) psionic damage and can't do it for one more turn for every successful save against mind wave. 

longbow. ranged weapon attack:  +13 to hit., range 150/600., one target Hit:8 (1d8 +4) piercing damage

Description

looks somewhat like a slender half-dragon with black scales. It has five small ridges on the top of its head. The central one the largest each of these contains a concentrated brain. They have small tentacle-like things hanging off them. Each of their claws contains a poison that can paralyze. They also have psionic capabilities.

They are born bodily folly grown the instant they are out of their egg only a thurkear harroc can ley. The thurkear harroc is an evolved version of the whedab.

Habitat: HillMountainSwampUnderdark

pheonixwarior

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