Wildmagiskele

by TheTrickster314

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Tornweave Undead

Medium Undead, Chaotic Neutral


  • Armor Class 15 (Magebone Frame)
  • Hit Points 123 (19d8 + 38)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 11 (+0) 20 (+5)

  • Saving Throws Con +5, Cha +8
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common, understands Draconic and Elvish but only speaks in pained screams
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Multicolored Magicfire

The Tornweave Undead is wreathed in uncontrolled wild magic. Its body constantly emits motes of color-shifting flame. At the start of each of its turns, roll a d6 to determine the active flare:

d6 Wild Flare
1 Flare of Frost: Melee attackers take 1d6 cold damage. Vulnerable to cold.
2 Flare of Flame: Creatures that hit it with melee attacks take 1d6 fire damage. Vulnerable to fire.
3 Flare of Feedback: Creatures that damage it with spells take 1d6 force damage. Vulnerable to force.
4 Flare of Static: Ranged weapon attacks made beyond 30 ft. of it have disadvantage. Vulnerable to lightning.
5 Flare of Gravity: Flying creatures within 30 ft. must make a DC 15 Strength saving throw or fall prone. Vulnerable to bludgeoning.
6 Flare of Flux: The Tornweave Undead regains 10 hit points and must roll on the wild magic surge table. Vulnerable to psychic.

The flare lasts until the start of its next turn.

Flare Alignment

The Tornweave Undead is resistant to all damage types related to its flares except for the one it is currently vulnerable to from its active Wild Flare.


Frayed Weave (1/Day)

When the Tornweave Undead is reduced to 0 hit points, it unravels in a cascade of unstable arcana. Each creature within 20 feet must succeed on a DC 16 Constitution saving throw or immediately roll once on the Wild magic Surge table.

Then, the ground within a 60-foot radius becomes a Frayed Zone of unstable magic for the next minute. While in this area, whenever a creature casts a spell of 1st level or higher, they must roll on the Wild Magic Surge table. Cantrips are not affected.

The area is lightly obscured by dancing motes of light and color-shifting flame. Creatures concentrating on a spell in the area must roll a d20 at the end of each of their turns; on a roll of 1, their concentration breaks.

Spellcasting

The Tornweave Undead is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It requires no components to cast its spells. It knows the following sorcerer spells:

Cantrips (at will): fire bolt, prestidigitation, mage hand, ray of frost, shocking grasp
1st level (4 slots): shield, chromatic orb
2nd level (3 slots): mirror image, misty step
3rd level (3 slots): counterspell, fireball
4th level (3 slots): greater invisibility, confusion
5th level (2 slots): wall of force

Actions

Chaotic Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature.
Hit: 18 (4d6 + 4) force damage, and the creature must succeed on a DC 16 Wisdom saving throw or become confused (as per the confusion spell) until the end of its next turn.

Bonus Actions

Wild Surge Spark (Recharge 5–6). The Tornweave Undead releases a pulse of unstable energy. One creature it can see within 30 ft. must succeed on a DC 16 Constitution saving throw or be affected by a random Wild Magic Surge.

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