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Spellweaver moster stats for 5e?
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<blockquote data-quote="Njalm2" data-source="post: 7001283" data-attributes="member: 6872263"><p><strong>My Version of the Spellweaver for 5e</strong></p><p></p><p>Alright, I recently made a Spellweaver of my own inspired by both the Second and Third edition versions of the monster, given the excellent work done thus far in this thread, I decided to incorporate these ideas into the final design I had for the creature. Its stats are based off of its third edition incarnation, and although it does look squishy and easily killable, a look at its spell selection should give you an idea that it probably isn't. Due to its ability to turn invisible at will, and teleport more or less as it pleases, it should almost always be able to ambush the party. While protecting itself with every single protective spell in its arsenal.</p><p></p><p>Now, I went ahead and made it a legendary creature based on the fact that they're almost encountered on their own, and are supposedly beings of great power. Besides, encountering more of these things would be a nightmare for most players, and DMs, as they're fairly complicated to run I think.</p><p></p><p>Credit goes to Dave for his significant contribution! It'd have turned out less interesting without his succinct stat block.</p><p>-----</p><p>Spellweaver</p><p>Medium monstrous humanoid, neutral, legendary</p><p>Armor Class 18</p><p>Hit Points 45 (10d10 -10)</p><p>Speed 30 feet.</p><p></p><p>STR 9 (-1), DEX 16 (+3), CON 9 (-1), INT 18 (+4), WIS 17 (+3), CHA 16 (+3)</p><p></p><p>Saving Throws Dex +8, Int +9, Wis +8</p><p>Skills Arcana +13, Perception +8</p><p>Damage Resistances psychic; bludgeoning, piercing, and slashing that is nonmagical</p><p>Condition Immunities charmed, frightened</p><p>Senses detect invisibility 100 ft., passive Perception 18, detect magic</p><p>Languages -, telepathy 120 ft., see also telepathic bond</p><p>Challenge 10 (5,900 XP)</p><p></p><p>Chromatic Disk. Spellweavers carry a 6-inch disk of an unknown and nearly indestructible material. The disk stores magical energy, containing up to 10 sorcery points that the spellweaver can use as a bonus action. Once the spell points are used, they are gone. However, the disk can be recharged by absorbing magic. The disk gains one sorcery point for each level of the spell it absorbs, up to its sorcery point maximum of 10. Refer to magic resistance.</p><p></p><p>The Spellweaver's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following Spells, requiring no material components:</p><p></p><p>Always Active: Detect Invisibility</p><p>At will: Detect Magic, Invisibility</p><p>1/day: Plane Shift</p><p></p><p>Magic Resistance. The spellweaver has advantage on all saving throws against spells. In addition, if the spellweaver succeeds on its saving throw it may use its reaction to capture the spell in its chromatic disk. The spellweaver suffers no damage or effect from a spell it has absorbed with its chromatic disk.</p><p></p><p>Metamagic. The spellweaver has 12 sorcery points and knows the distant spell and empowered spell metamagic abilities. It can convert spell slots and sorcery points in the same manner as a sorcerer.</p><p></p><p>Shielded Mind. Attempts to communicate telepathically with the spellweaver, or to read its mind, always fail. A creature making an attempt must succeed on a DC 14 Wisdom saving throw or be affected by a confusion spell.</p><p></p><p>Spellcasting: the Spellweaver casts spells like an 11th-level wizard. Its spellcasting ability is Intelligence (spell save DC 16, to hit with spell attacks +8). Refer to the spell points trait for its number of spells per day.</p><p></p><p>Cantrips (at will): Ray of Frost, Prestidigitation, Acid Splash, Mage Hand, Dancing Lights, Minor Illusion</p><p>1st level: Magic Missile, Thunderwave, Shield, Charm Person</p><p>2nd level: Melf's Acid Arrow, Hold Person, Misty Step, Mirror Image</p><p>3rd level: Fly, Counterspell, Blink, Fireball</p><p>4th level: Greater Invisibility, Ice Storm, Stoneskin, Dimension Door</p><p>5th level: Cone of Cold, Teleport, Cloudkill, Mislead</p><p>6th level: Circle of Death, Disintegrate, Contingency</p><p></p><p>Spellweaving. Each spell level cast takes one hand. (A third level spell costs three hands, a fourth costs 4, etc.) The Spellweaver may cast as many spell levels as he has hands, in any combination. It must pay the spell point cost for each spell cast, but may not exceed 6th level. Cantrips take up one hand. In addition, a spellweaver can concentrate on up to two spells at a time and only one spell is interrupted each time it fails a concentration check. It also gets two reactions between each of its turns.</p><p></p><p>Spell Points: A spell weaver has a number of “spell points” (one point for each spell level) equal to its hit points. It can use each spell in its arsenal any number of times within the limit of its spell-point total. Increasing the strength of its spells requires an investment of additional spell points and arms as neccessary.</p><p></p><p>ACTIONS:</p><p></p><p>Multiattack. The spellweaver can make up to six slam attacks.</p><p></p><p>Slam. Melee weapon attack: +8 to hit, rech 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.</p><p></p><p>LEGENDARY ACTIONS: The Spellweaver can take 2 legendary actions, chosen from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. It regains its spent legendary actions at the start of its turn.</p><p></p><p>Cantrip: The Spellweaver casts a cantrip, at no drain to its spell point total.</p><p></p><p>Spellcasting: The Spellweaver draws power from either its Chromatic Disk or its own personal pool of spell points to cast a spell.</p></blockquote><p></p>
[QUOTE="Njalm2, post: 7001283, member: 6872263"] [b]My Version of the Spellweaver for 5e[/b] Alright, I recently made a Spellweaver of my own inspired by both the Second and Third edition versions of the monster, given the excellent work done thus far in this thread, I decided to incorporate these ideas into the final design I had for the creature. Its stats are based off of its third edition incarnation, and although it does look squishy and easily killable, a look at its spell selection should give you an idea that it probably isn't. Due to its ability to turn invisible at will, and teleport more or less as it pleases, it should almost always be able to ambush the party. While protecting itself with every single protective spell in its arsenal. Now, I went ahead and made it a legendary creature based on the fact that they're almost encountered on their own, and are supposedly beings of great power. Besides, encountering more of these things would be a nightmare for most players, and DMs, as they're fairly complicated to run I think. Credit goes to Dave for his significant contribution! It'd have turned out less interesting without his succinct stat block. ----- Spellweaver Medium monstrous humanoid, neutral, legendary Armor Class 18 Hit Points 45 (10d10 -10) Speed 30 feet. STR 9 (-1), DEX 16 (+3), CON 9 (-1), INT 18 (+4), WIS 17 (+3), CHA 16 (+3) Saving Throws Dex +8, Int +9, Wis +8 Skills Arcana +13, Perception +8 Damage Resistances psychic; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, frightened Senses detect invisibility 100 ft., passive Perception 18, detect magic Languages -, telepathy 120 ft., see also telepathic bond Challenge 10 (5,900 XP) Chromatic Disk. Spellweavers carry a 6-inch disk of an unknown and nearly indestructible material. The disk stores magical energy, containing up to 10 sorcery points that the spellweaver can use as a bonus action. Once the spell points are used, they are gone. However, the disk can be recharged by absorbing magic. The disk gains one sorcery point for each level of the spell it absorbs, up to its sorcery point maximum of 10. Refer to magic resistance. The Spellweaver's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following Spells, requiring no material components: Always Active: Detect Invisibility At will: Detect Magic, Invisibility 1/day: Plane Shift Magic Resistance. The spellweaver has advantage on all saving throws against spells. In addition, if the spellweaver succeeds on its saving throw it may use its reaction to capture the spell in its chromatic disk. The spellweaver suffers no damage or effect from a spell it has absorbed with its chromatic disk. Metamagic. The spellweaver has 12 sorcery points and knows the distant spell and empowered spell metamagic abilities. It can convert spell slots and sorcery points in the same manner as a sorcerer. Shielded Mind. Attempts to communicate telepathically with the spellweaver, or to read its mind, always fail. A creature making an attempt must succeed on a DC 14 Wisdom saving throw or be affected by a confusion spell. Spellcasting: the Spellweaver casts spells like an 11th-level wizard. Its spellcasting ability is Intelligence (spell save DC 16, to hit with spell attacks +8). Refer to the spell points trait for its number of spells per day. Cantrips (at will): Ray of Frost, Prestidigitation, Acid Splash, Mage Hand, Dancing Lights, Minor Illusion 1st level: Magic Missile, Thunderwave, Shield, Charm Person 2nd level: Melf's Acid Arrow, Hold Person, Misty Step, Mirror Image 3rd level: Fly, Counterspell, Blink, Fireball 4th level: Greater Invisibility, Ice Storm, Stoneskin, Dimension Door 5th level: Cone of Cold, Teleport, Cloudkill, Mislead 6th level: Circle of Death, Disintegrate, Contingency Spellweaving. Each spell level cast takes one hand. (A third level spell costs three hands, a fourth costs 4, etc.) The Spellweaver may cast as many spell levels as he has hands, in any combination. It must pay the spell point cost for each spell cast, but may not exceed 6th level. Cantrips take up one hand. In addition, a spellweaver can concentrate on up to two spells at a time and only one spell is interrupted each time it fails a concentration check. It also gets two reactions between each of its turns. Spell Points: A spell weaver has a number of “spell points” (one point for each spell level) equal to its hit points. It can use each spell in its arsenal any number of times within the limit of its spell-point total. Increasing the strength of its spells requires an investment of additional spell points and arms as neccessary. ACTIONS: Multiattack. The spellweaver can make up to six slam attacks. Slam. Melee weapon attack: +8 to hit, rech 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. LEGENDARY ACTIONS: The Spellweaver can take 2 legendary actions, chosen from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. It regains its spent legendary actions at the start of its turn. Cantrip: The Spellweaver casts a cantrip, at no drain to its spell point total. Spellcasting: The Spellweaver draws power from either its Chromatic Disk or its own personal pool of spell points to cast a spell. [/QUOTE]
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