Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Faolyn" data-source="post: 8788780" data-attributes="member: 6915329"><p>Another horsie, although this one is even less like a horse than the kiita was. Enter the <strong>wandega</strong>, not to be confused with the wendigo. Totally different. It likes to ally itself with wizards and illusions in order to learn how to cast spells. The original text made spellcasting a mare-only thing, but I’m not going to be so limiting.</p><p></p><p>[ATTACH=full]263039[/ATTACH]</p><p><span style="font-size: 15px">Art by Jannell Jaquays</span></p><p></p><p><span style="color: rgb(65, 168, 95)"><strong><span style="font-size: 22px">Wandega</span></strong></span></p><p>The Dragon’s Bestiary, Dragon Magazine #149</p><p>Created by Kurt Martin</p><p></p><p>Wandega are gangly, pinto-like equines with strangely rodent-like faces and small but colorful eyes. Their fur is brown, white, or a piebald of the two, and they have short, stiff manes and whiplike tails. They are actually very intelligence creatures and love magic. They don’t neigh; they speak a strange language filled with hisses and grunts. Although they can speak other languages, their voices are weak, crackly, and sibilant-filled.</p><p></p><p><strong><em>Magic-Lovers.</em></strong> Wandega love magic beyond reason, and although they have no innate magical abilities, they are willing and able to learn wizard magic. They are capable of putting together crude spellbooks (lacking hands, they find it difficult to use <em>mage hand </em>for fine motor purposes such as writing or engraving), but generally lack the ability to do much magical research on their own. They will gladly work as apprentices or even servants to wizards if it means they can learn some magic. While they won’t stand for mistreatment, they will do nearly anything to learn at the feet of a great wizard. A few are even willing to steal spellbooks and are self-taught.</p><p></p><p>In general, wandega rarely become powerful wizards; it’s simply too difficult for them to get the materials needed or do the research. They typically rely on arcane focuses instead of spell components, and on their own can rarely procure expensive material components. As a result, most only master a few spells.</p><p></p><p><strong><em>Communal Herds.</em></strong> Wandega live in small herds of half a dozen or fewer individuals. Their herds usually lack a leader, as they make their decisions unanimously. Any magical knowledge gained by one is freely shared with the herd, even if a spellbook can’t be. They don’t quite understand the humanoid tendency to hoard knowledge and keep magic secret. This often causes rifts between them and the wizards they study with. Wandega herds live in grasslands and forests, with a few secluded areas to keep magical materials safe and dry. Wandega are typically claustrophobic and won’t enter enclosed places unless they absolutely must.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or Nature check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Wandega are intelligent, horselike creatures.</p><p></p><p><strong>DC 15.</strong> Obsessed with magic, wandega often try to learn spells from humanoid wizards.</p><p></p><p><strong><span style="font-size: 18px">Wandega Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> forest, grasslands</p><p></p><p><strong>CR 0-1</strong> 1-2 wandega</p><p></p><p><strong>CR 3-4</strong> 3-4 wandega, wandega herdmage and 1-2 wandega</p><p><strong><em>Treasure:</em></strong> <em>spell scroll of dancing lights, bag of tricks (rust)</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. A well-hidden (DC 15 Investigation check to find) collection of loose sheets of parchment or slabs of hardened clay, on which chicken-scratch symbols have been inscribed. With a DC 15 Arcana or Investigation check, it’s a spellbook.</p><p>2. Scorch marks in the ground and on rocks, from <em>firebolts.</em></p><p>3. Hoofprints.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Practicing a new spell, not necessarily well.</p><p>2. Grazing peacefully.</p><p>3. Approaches an obvious wizard; asks to learn magic from them.</p><p>4. Fleeing from a predator.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Akheghk, Hochack, Sesseth, Sisthik, Vessit</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Wandega</span></span></strong></p><p><strong>Medium monstrosity</strong></p><p>Challenge 1/2 (100 XP)</p><p><strong>AC</strong> 12 (15 with <em>mage armor</em>)</p><p><strong>HP</strong> 16 (3d8+3; bloodied 8)</p><p><strong>Speed</strong> 60 ft.</p><p></p><p><strong>STR</strong> 15 (+2) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 12 (+1)</p><p><strong>INT</strong> 14 (+2) <strong>WIS</strong> 13 (+1) <strong>CHA</strong> 12 (+1)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Saving Throws</strong> Wis +3</p><p><strong>Skills</strong> Arcana +4, Perception +3, Stealth +4</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong> Common, Wandega</p><p><strong><em>Magic Resistance. </em></strong>The wandega has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Spellcasting. </em></strong>The wandega is a 3rd-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:</p><p><strong>Cantrips (at will):</strong><em> fire bolt, light, mage hand</em></p><p><strong>1st-level (4 slots):</strong> <em>charm person, mage armor, magic missile</em></p><p><strong>2nd-level (2 slots):</strong> <em>enhance ability, invisibility</em></p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Hooves. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d6+2) bludgeoning damage, and the target must make</p><p><strong><em>Fire Bolt (Cantrip; V, S). Ranged Spell Attack:</em></strong> +4 to hit, range 120 ft., one target. <em>Hit: </em>5 (1d10) fire damage.</p><p><strong><em>Magic Missile (1st-Level; V, S).</em></strong> Three glowing arrows fly from the wandega simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4+1) force damage</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Fast As The Wind.</em></strong> The wandega takes the Dash action.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>With their very high speed, wandega prefer to make hit-and-run attacks and using their spells to attack from a distance before running off.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Variant: Wandega Herdmage</span></span></strong></p><p>A few wandega are particularly adept at magic and become, by their standards, archmages. These wandega become the de facto leaders of their herds, although they are (usually) careful to not let the power go to their heads. Herdmages typically have familiars.</p><p></p><p>A wandega herdmage is CR 2 (700 XP) and has 33 (6d8+6; bloodied 16). It has Int 17 (+3) and its Spellcasting trait has been altered:</p><p></p><p><strong><em>Spellcasting. </em></strong>The wandega is a 6th-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:</p><p><strong>Cantrips (at will):</strong><em> fire bolt, light, mage hand, prestidigitation</em></p><p><strong>1st-level (4 slots):</strong> <em>charm person, detect magic, mage armor, magic missile</em></p><p><strong>2nd-level (3 slots):</strong> <em>blindness/deafness, enhance ability, invisibility</em></p><p><strong>3rd-level (3 slots):</strong> <em>major image, whirlwind kick</em></p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Variant: Wandega Warlock</span></span></strong></p><p>A wandega who has been unsuccessful in getting a spellbook or who have lost their herd may turn to other sources of magic in its frustration. Although they are <em>usually</em> unwilling to make pacts with fiends or eldritch entities, they will deal with fey and other, less overtly unpleasant creatures.</p><p></p><p>A wandega warlock loses the Firebolt and Magic Missile actions and Shield reactions and it’s Spellcasting trait has been altered:</p><p></p><p><strong><em>Spellcasting. </em></strong>The wandega is a 3rd-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has 6 spell points and regains all expended spell points after a short or long rest. It knows the following warlock spells:</p><p><strong>Cantrips (at will):</strong> <em>chill touch, minor illusion</em></p><p><strong>Spells Known:</strong> <em>bane </em>(2pts), <em>color spray </em>(2 pts)<em>, false life </em>(0 pts), <em>levitate </em>(3 pts), <em>misty step </em>(3 pts), <em>ray of enfeeblement </em>(3 pts), <em>sleep</em> (2 pts)</p><p></p><p>It gains the following action:</p><p></p><p><strong><em>Chill Touch (Cantrip; V, S). Ranged Spell Attack:</em></strong> +4 to hit, range 120 ft., one target. <em>Hit: </em>4 (1d8) necrotic damage, and the target can’t regain hit points until the start of the wandega’s next turn.</p><p></p><p>It also gains the following new bonus action:</p><p></p><p><strong><em>Spellbinder’s Curse.</em></strong> The wandega places a curse on a creature within 30 feet. The curse lasts for 1 minute and ends early if the target dies or the wandega dies or becomes incapacitated. Whenever the wandega deals damage to the creature, it takes an additional 2 (1d4) lightning damage. Additionally, if the cursed creature makes an ability check or attack roll at disadvantage, the wandega gains a d4 expertise die on its next ability check or attack roll.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8788780, member: 6915329"] Another horsie, although this one is even less like a horse than the kiita was. Enter the [B]wandega[/B], not to be confused with the wendigo. Totally different. It likes to ally itself with wizards and illusions in order to learn how to cast spells. The original text made spellcasting a mare-only thing, but I’m not going to be so limiting. [ATTACH type="full"]263039[/ATTACH] [SIZE=4]Art by Jannell Jaquays[/SIZE] [COLOR=rgb(65, 168, 95)][B][SIZE=6]Wandega[/SIZE][/B][/COLOR] The Dragon’s Bestiary, Dragon Magazine #149 Created by Kurt Martin Wandega are gangly, pinto-like equines with strangely rodent-like faces and small but colorful eyes. Their fur is brown, white, or a piebald of the two, and they have short, stiff manes and whiplike tails. They are actually very intelligence creatures and love magic. They don’t neigh; they speak a strange language filled with hisses and grunts. Although they can speak other languages, their voices are weak, crackly, and sibilant-filled. [B][I]Magic-Lovers.[/I][/B] Wandega love magic beyond reason, and although they have no innate magical abilities, they are willing and able to learn wizard magic. They are capable of putting together crude spellbooks (lacking hands, they find it difficult to use [I]mage hand [/I]for fine motor purposes such as writing or engraving), but generally lack the ability to do much magical research on their own. They will gladly work as apprentices or even servants to wizards if it means they can learn some magic. While they won’t stand for mistreatment, they will do nearly anything to learn at the feet of a great wizard. A few are even willing to steal spellbooks and are self-taught. In general, wandega rarely become powerful wizards; it’s simply too difficult for them to get the materials needed or do the research. They typically rely on arcane focuses instead of spell components, and on their own can rarely procure expensive material components. As a result, most only master a few spells. [B][I]Communal Herds.[/I][/B] Wandega live in small herds of half a dozen or fewer individuals. Their herds usually lack a leader, as they make their decisions unanimously. Any magical knowledge gained by one is freely shared with the herd, even if a spellbook can’t be. They don’t quite understand the humanoid tendency to hoard knowledge and keep magic secret. This often causes rifts between them and the wizards they study with. Wandega herds live in grasslands and forests, with a few secluded areas to keep magical materials safe and dry. Wandega are typically claustrophobic and won’t enter enclosed places unless they absolutely must. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or Nature check, the characters can learn the following: [B]DC 10.[/B] Wandega are intelligent, horselike creatures. [B]DC 15.[/B] Obsessed with magic, wandega often try to learn spells from humanoid wizards. [B][SIZE=5]Wandega Encounters[/SIZE] [I]Terrain:[/I][/B] forest, grasslands [B]CR 0-1[/B] 1-2 wandega [B]CR 3-4[/B] 3-4 wandega, wandega herdmage and 1-2 wandega [B][I]Treasure:[/I][/B] [I]spell scroll of dancing lights, bag of tricks (rust)[/I] [B][SIZE=5]Signs[/SIZE][/B] 1. A well-hidden (DC 15 Investigation check to find) collection of loose sheets of parchment or slabs of hardened clay, on which chicken-scratch symbols have been inscribed. With a DC 15 Arcana or Investigation check, it’s a spellbook. 2. Scorch marks in the ground and on rocks, from [I]firebolts.[/I] 3. Hoofprints. [B][SIZE=5]Behavior[/SIZE][/B] 1. Practicing a new spell, not necessarily well. 2. Grazing peacefully. 3. Approaches an obvious wizard; asks to learn magic from them. 4. Fleeing from a predator. [B][SIZE=5]Names[/SIZE][/B] Akheghk, Hochack, Sesseth, Sisthik, Vessit [B][COLOR=rgb(65, 168, 95)][SIZE=7]Wandega[/SIZE][/COLOR] Medium monstrosity[/B] Challenge 1/2 (100 XP) [B]AC[/B] 12 (15 with [I]mage armor[/I]) [B]HP[/B] 16 (3d8+3; bloodied 8) [B]Speed[/B] 60 ft. [B]STR[/B] 15 (+2) [B]DEX[/B] 14 (+2) [B]CON[/B] 12 (+1) [B]INT[/B] 14 (+2) [B]WIS[/B] 13 (+1) [B]CHA[/B] 12 (+1) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Saving Throws[/B] Wis +3 [B]Skills[/B] Arcana +4, Perception +3, Stealth +4 [B]Senses[/B] passive Perception 13 [B]Languages[/B] Common, Wandega [B][I]Magic Resistance. [/I][/B]The wandega has advantage on saving throws against spells and other magical effects. [B][I]Spellcasting. [/I][/B]The wandega is a 3rd-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: [B]Cantrips (at will):[/B][I] fire bolt, light, mage hand[/I] [B]1st-level (4 slots):[/B] [I]charm person, mage armor, magic missile[/I] [B]2nd-level (2 slots):[/B] [I]enhance ability, invisibility[/I] [B][U]Actions[/U] [I]Hooves. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d6+2) bludgeoning damage, and the target must make [B][I]Fire Bolt (Cantrip; V, S). Ranged Spell Attack:[/I][/B][I] [/I]+4 to hit, range 120 ft., one target. [I]Hit: [/I]5 (1d10) fire damage. [B][I]Magic Missile (1st-Level; V, S).[/I][/B][I] [/I]Three glowing arrows fly from the wandega simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4+1) force damage [B][U]Bonus Actions[/U] [I]Fast As The Wind.[/I][/B] The wandega takes the Dash action. [B][SIZE=5]Combat[/SIZE][/B] With their very high speed, wandega prefer to make hit-and-run attacks and using their spells to attack from a distance before running off. [B][COLOR=rgb(65, 168, 95)][SIZE=5]Variant: Wandega Herdmage[/SIZE][/COLOR][/B] A few wandega are particularly adept at magic and become, by their standards, archmages. These wandega become the de facto leaders of their herds, although they are (usually) careful to not let the power go to their heads. Herdmages typically have familiars. A wandega herdmage is CR 2 (700 XP) and has 33 (6d8+6; bloodied 16). It has Int 17 (+3) and its Spellcasting trait has been altered: [B][I]Spellcasting. [/I][/B]The wandega is a 6th-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: [B]Cantrips (at will):[/B][I] fire bolt, light, mage hand, prestidigitation[/I] [B]1st-level (4 slots):[/B] [I]charm person, detect magic, mage armor, magic missile[/I] [B]2nd-level (3 slots):[/B] [I]blindness/deafness, enhance ability, invisibility[/I] [B]3rd-level (3 slots):[/B] [I]major image, whirlwind kick[/I] [B][COLOR=rgb(65, 168, 95)][SIZE=5]Variant: Wandega Warlock[/SIZE][/COLOR][/B] A wandega who has been unsuccessful in getting a spellbook or who have lost their herd may turn to other sources of magic in its frustration. Although they are [I]usually[/I] unwilling to make pacts with fiends or eldritch entities, they will deal with fey and other, less overtly unpleasant creatures. A wandega warlock loses the Firebolt and Magic Missile actions and Shield reactions and it’s Spellcasting trait has been altered: [B][I]Spellcasting. [/I][/B]The wandega is a 3rd-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has 6 spell points and regains all expended spell points after a short or long rest. It knows the following warlock spells: [B]Cantrips (at will):[/B] [I]chill touch, minor illusion[/I] [B]Spells Known:[/B] [I]bane [/I](2pts), [I]color spray [/I](2 pts)[I], false life [/I](0 pts), [I]levitate [/I](3 pts), [I]misty step [/I](3 pts), [I]ray of enfeeblement [/I](3 pts), [I]sleep[/I] (2 pts) It gains the following action: [B][I]Chill Touch (Cantrip; V, S). Ranged Spell Attack:[/I][/B][I] [/I]+4 to hit, range 120 ft., one target. [I]Hit: [/I]4 (1d8) necrotic damage, and the target can’t regain hit points until the start of the wandega’s next turn. It also gains the following new bonus action: [B][I]Spellbinder’s Curse.[/I][/B] The wandega places a curse on a creature within 30 feet. The curse lasts for 1 minute and ends early if the target dies or the wandega dies or becomes incapacitated. Whenever the wandega deals damage to the creature, it takes an additional 2 (1d4) lightning damage. Additionally, if the cursed creature makes an ability check or attack roll at disadvantage, the wandega gains a d4 expertise die on its next ability check or attack roll. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
Top