Level
5th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Until Dispelled
School
Transmutation
Attack/Save
WIS Save
Damage/Effect
Control (...)

Also known as "wonderform", this spell transforms a creature that you can see within range into a wingless wonder. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The creature's game statistics are replaced by the statistics of a wingless wonder (provided below), though it retains its Intelligence, Wisdom, and Charisma scores. As long as its Intelligence score remains 4 or higher while in wonderform, the creature also retains its alignment, personality, and memories, as well as all of its skill and saving throw proficiencies.

The creature assumes the hit points and Hit Dice of its new form. If restored to its normal form, the creature returns to the number of hit points it had before it transformed.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form, and it can't activate, use, wield, or otherwise benefit from any of its equipment.

The spell can only be ended while the Antimagic Aura trait of the creature's wonderform is inactive. As long as your Intelligence is 4 or higher, you can use a reaction to end the spell immediately after the creature's Antimagic Aura winks out. The spell can also be ended by an effect that ends a spell or curse, provided the creature's Antimagic Aura isn't active.

Wingless Wonder

Armor Class 12

Hit Points 7 (2d6)

Speed 25 ft., climb 25 ft.

STR
6 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
3 (-4)
CHA
1 (-5)

Damage Immunities Fire, Psychic

Condition Immunities Charmed, Exhaustion, Frightened

Senses Darkvision 10 ft., Passive Perception 6

Languages A creature in wonderform that maintains an Intelligence of 4 or higher understands any languages it formerly knew, but can't speak. A wonder otherwise understands no language.

Challenge 1/8 (25 XP) Proficiency Bonus +2

Antimagic Aura. The wonder is surrounded by an aura of antimagic, as in the antimagic field spell, which terminates a few inches from its skin. If the wonder uses its Wonder Blast action, the aura glows with faerie fire and winks out, and this trait stops working until the start of the wonder's next turn.

Awkward. The wonder suffers disadvantage on all Dexterity ability checks and Dexterity saving throws. To stand up after being knocked prone, the wonder must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Death Throes. When the wonder is reduced to 0 hit points, it lets out a psychic scream in a 60 foot cone. All creatures in the area of effect must make a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and fall under the effects of the confusion spell for 1 minute. If the save fails by 5 or more, the target suffers the effects of the feeblemind spell.

Freedom of Movement. The wonder ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Gem Gastroliths. When first encountered, the wonder has 1d10 random gems stored in its gizzard, which can be extracted once the wonder is slain or incapacitated.

Near Sighted. The wonder has disadvantage on any attack roll or Wisdom (Perception) check to attack or detect anything more than 10 feet away.

Regeneration. The wonder regains 1 hit point at the start of its turn if it has at least 1 hit point.

Slipping Mind. If the wonder's Intelligence, Wisdom, or Charisma score is higher than 3 whenever it finishes a long rest, the wonder must make a DC 15 saving throw using whichever of those three scores is highest. On a failed save, that score is permanently reduced by 1d4.

Spider Climb. The wonder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Telepathic Shroud. The wonder is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells. This effect even foils wish spells and spells or effects of similar power used to affect the wonder's mind or to gain information about the wonder.

Toxicity. Any creature that bites or consumes any part of the wonder must succeed in a DC 18 Constitution saving throw or be poisoned for the next 24 hours.

Wonderform. There is a 20% chance that a randomly encountered wingless wonder is actually another creature (usually an archmage) in wonderform. Subjecting the wonder to an effect that ends a spell or curse while its Antimagic Aura is inactive reverts a creature in wonderform back to its true form.

Actions

Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12) and must succeed on a DC 12 Strength saving throw or be pulled up to 10 feet toward the wonder. The wonder has nine tentacles, each of which can grapple only one target.

Wonder (1/Day). The wonder chooses a target it can see within 120 feet of it and invokes wild magic, as though it had spent a charge from a wand of wonder (Dungeon Master's Guide, pg. 212).

Bonus Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the wonder. Hit: 4 (1d4 + 2) piercing damage, and the grapple ends.

Description

A wingless wonder, more properly known as an "alkada", though commonly called a "walking egg" or just a "wonder", is a bizarre, clumsy, and hapless creature that is regarded as one of the strangest and clumsiest, if not stupidest, creatures in the world. It bumbles its way through life like an eternal toddler — uncoordinated, unaware, and unconcerned.

A wingless wonder resembles an egg with googly eyes that is topped by a crown of nine worm-like tentacles. It stands rather unsteadily on two weak legs that end in rubbery, sticky pads, and it has two small arms, which it flaps constantly — hence its most popular name. Its body is blue-green in color, with purplish undersides, though it will redden slightly when angry or excited. A wonder's beak-like mouth sits atop its head, nestled between its tentacles. Each tentacle holds a retractable hook which the wonder uses to help seize prey. The only sound it can make is a high-pitched chittering.

A wonder bumbles its way through its environment as it forages for any flora, fauna, or gems small enough to fit in its mouth. Its fuzzy, delicate skin is often marred by jagged wounds owing to the creature's clumsy and mindless way of barging through its environment. The minor regenerative properties a wonder possesses don't seem to do much for this problem, as most wonders are found covered in open wounds that leave long trails of blood behind them.

Many would think it's a wonder that wonders haven't gone exinct. But these pitifully clumsy, waddling misfits of nature are often more deadly than they appear. A wingless wonder possesses surprisingly powerful defenses, including a personal antimagic field, the ability to invoke wild magic, and a complete immuntiy to all mental intrusion.

A wonder has an indefinte lifespan and, barring injury or illness, can live hundreds or possibly thousands of years. Unfortunately, injuries are exceedingly common for the clumsy wonder, and few survive more than a decade or so.

It precisely for these reasons that it became a fad in Faerûn for archmages to imprison their rivals in a wingless wonder's form. When the wonder's astounding defenses against magic were better understood, many spellcasters even began to willing take on these forms to evade their enemies.

Today, it is estimated that up to 20% of the wingless wonders found in the wild are in fact powerful wizards hiding, trapped, or even reincarnated in these pathetic forms.

Previous Versions

Name Date Modified Views Adds Version Actions
9/17/2023 10:38:27 PM
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Coming Soon
9/17/2023 10:41:09 PM
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1.1
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2/21/2024 2:50:49 PM
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Coming Soon

Spell Tags: Control Shapechanging

Available For: Cleric (Legacy) Wizard (Legacy)

Sam_Hain

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