RagewalkerLarge fey, neutral evilArmor Class 18 (plate)Hit Points 161 (17d10 + 68)Speed 50 ft.Str 19
RagewalkerLarge fey, neutral evilArmor Class 18 (plate)Hit Points 161 (17d10 + 68)Speed 50 ft.Str 19, Dex 17, Con 19, Int 10. Wis 14, Cha 24Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacksCondition Immunities charmed, frightenedSenses passive Perception 12Languages Abyssal, Common, Infernal, SylvanChallenge 14 (11500 XP)Magic Resistance. The ragewalker has advantage on saving throws against spells and other magical effects.Blood Frenzy. Whenever a creature starts its turn within 10 feet of the ragewalker, that creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed. While charmed in this way, the creature flies into a mindless killing frenzy for 1 minute. While in this frenzy, the creature has advantage on attack rolls, and attack rolls against the creature have advantage. On each of its turns, the creature uses its movement to move to within 5 feet of the nearest creature to it, then it uses its action to make a melee attack against a randomly determined creature within its reach. The creature cannot talk or cast spells. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. A creature that succeeds on its save is immune to the Blood Frenzy of all ragewalkers for 24 hoursWeapon Cloud. The ragewalker is surrounded by a swarm of constantly whirling weapons. Whenever a creature moves within 5 feet of the ragewalker for the first time in a turn, or starts its turn within 5 feet of the ragewalker, that creature must succeed on a DC 17 Dexterity saving throw or take 13 (3d8) slashing damage.ActionsMultiattack. The ragewalker makes three spiked chain attacks or two claw attacks.Spiked Chain. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 20 (3d10+4) slashing damage.Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.ReactionsRepel Missiles. The ragewalker adds 5 to its AC against one ranged weapon attack that would hit it, potentially causing that attack to miss. If the attack misses, the attacker must succeed on a DC 16 Dexterity saving throw or take the damage from the attack as if hit by it. To do so, the ragewalker must see the attacker.This strange metal-clad fey moves with sudden but graceful movements, a cloud of animate weapons orbiting it, spinning in a deadly, tantalizing dance. Ragewalkers embody the pain and grief of warfare, and the destruction it leaves on the natural landscape. They crusade ceaselessly against war by hunting down any capable of waging it. They can often be found wandering about old battlefields, using their blood frenzy aura to turn their foes against each other. Ragewalkers stand around 15 feet tall and weigh 500 pounds. Originally from the Monster Manual III. A request from infinite-non -- source link
#thirdtofifth fey#thirdtofifth cr 14#dnd 5e#dnd 35#dd monster#dd homebrew