Large fiend (demon), chaotic evil
Armor Class 18 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 30 ft., swim 80 ft.
Proficiency Bonus +5
Proficiency Bonus +6 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 18 (+4) | 21 (+5) | 19 (+4) | 12 (+1) | 14 (+2) |
Saving Throws (suggested) Str +9, Dex +9, Con +10, Int +9
Saving Throws Str +9, Con +10
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 13 (10000 XP)
Amphibious. The wastrilith can breathe air and water.
Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.
Magic Resistance. The wastrilith has advantage on saving throws against spells and other magical effects.
Undertow. As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.
ACTIONS
- Multiattack. The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws.
- Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit : 30 (4d12 + 4) piercing damage.
- Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
- Grasping Spout. The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it’s underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn’ t pulled.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A wastrilith is about 10 feet long, but can grow to much larger sizes. It has a powerful tail that propels it through the water, and arms ending in claws that it uses to grasp and tear its prey. Its skin is scaly and slimy, usually dark green or black in color. Its eyes are unblinking and glow with a sinister light. Its mouth is full of needle-like fangs that can inject a potent venom into its victims.
A wastrilith is a highly intelligent and cunning creature, able to speak Abyssal, Aquan, Common, and telepathy. It is also proficient in various forms of magic, such as fear, suggestion, telekinesis, wall of ice, and symbol spells. It can also teleport itself and a small amount of objects across planes. It is immune to cold, poison, and darkness, but vulnerable to fire and radiant damage.
A wastrilith is territorial and does not allow other powerful creatures to establish themselves nearby. Once they have established their territory, they do not stray far from it. They protect what is theirs and don’t meddle in matters outside their territory. Many are found on the 88th level of the Abyss, the Maw of Demogorgon , a watery plane that is dark and cold.
A wastrilith requires no conventional food or drink, but they enjoy devouring creatures foolish enough to venture near their homes. They leave the remains outside to feed sharks and warn away other curiosity seekers.
COMBAT
A wastrilith prefers to fight in water, where it has an advantage over most enemies. It can use its grasping spout ability to launch a jet of boiling water at a target, pulling it closer to its jaws. It can also use its undertow ability to make the water around it difficult terrain for other creatures, hindering their movement. It attacks with its bite and claws, injecting venom with each hit. The venom causes intense pain and paralysis, making the victim easier to devour.
A wastrilith can also use its magic abilities to manipulate the battlefield and confuse its foes. It can cast fear to make enemies flee in terror, suggestion to make them do its bidding, telekinesis to hurl objects or creatures around, wall of ice to create barriers or traps, and symbol spells to trigger various effects when activated. It can also teleport away from danger or to a more favorable position.
A wastrilith is not afraid to fight dirty or use its minions as shields or distractions. It will often taunt and mock its enemies, trying to provoke them into making mistakes or losing their morale. It will also try to corrupt the water around it with its abyssal influence, making it poisonous and maddening for anyone who drinks from it. This effect can last for decades if left unchecked, creating a bridge to the Abyss.
On the Prime Material , a wastrilith’s territory typically includes a 25-mile diameter circle, at the center of which is the fiend’s palace. The palace can be a marvel of undersea engineering or a simple hole in a coral reef. A wastrilith that has not established its territory will often terrorize shipping in the area, destroying boats on a whim and driving out such creatures as sea dragons and aquatic elves .
HABITAT / SOCIETY
A wastrilith can be found in any body of water that has been tainted by the Abyss or other sources of evil. It often establishes itself as a lord of the deep, ruling over other aquatic creatures with an iron fist. It demands tribute and worship from its subjects, and punishes any disobedience or defiance with torture or death. It also seeks to expand its domain by spreading its corruption to other water sources, creating more portals for demons to enter.
A wastrilith is a solitary creature, rarely associating with other wastriliths or demons unless it has a common goal or enemy. It views itself as superior to all other beings, and treats them accordingly. It has no loyalty or compassion for anyone but itself, and will betray or abandon its allies if it suits its interests. It enjoys causing pain and suffering to others, especially those who resist or oppose it.
A wastrilith is nasty-tempered and tries to break free of the bonds imposed by spellcasters. There is a 20% chance that a summoned wastrilith ignores the wishes of the summoner, kills him, and rampages until such time as it wearies of the plane. Until that time comes, the water lord can amass considerable power beneath the waves, creating havoc in the area. It is unknown why wastrilith do this, in as much as they rarely take their treasure back to their home plane.
ECOLOGY
A wastrilith is a carnivorous creature that feeds on any living thing that crosses its path. It prefers fresh meat over rotting flesh, but will not hesitate to scavenge if hungry enough. It has a special appetite for aquatic elves, merfolk, tritons, and other intelligent races that live in the water. It considers them delicacies and trophies, often keeping their skulls or bones as decorations or ornaments.
A wastrilith has no natural predators, as few creatures dare to challenge it in its domain. However, it may face competition or conflict from other powerful aquatic beings, such as krakens , aboleths , dragons , or leviathans . It may also encounter resistance from good-aligned forces that seek to cleanse the water from its corruption, such as clerics , paladins , druids , or celestials .
A wastrilith reproduces by laying eggs in dark and hidden places under the water. The eggs hatch after several months, releasing dozens of tiny wastriliths that quickly scatter in search of food and shelter. The young wastriliths grow rapidly until they reach maturity after about a year. They then leave their birthplace and seek their own territory, often killing or driving away any other wastriliths they encounter. A wastrilith can live for centuries, unless killed by violence or disease.