Wicker Man

From MythCraft Online SRD
Revision as of 19:37, 28 April 2024 by Andi (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

[Back to creatures]


The sinister creation of a dark ritual, a Wicker Man is the effigy of a humanoid creature that is set on fire to summon a fiendish fire elemental. If the ritual is performed correctly, then the new elemental will hunt down the creature whose effigy was burned and will stop at nothing to kill them.

If the Wicker Man is killed, it dissolves into ashes, but will regenerate from the ashes given enough time. It will continually pursue its victim until victorious or until stopped through very powerful magic.

Wicker Man

Monster Level: 19
Large. Fiend
STR DEX END AWR INT CHA
6 5 4 2 2 3
Ref: 15 Fort: 14 Ant: 12 Log: 12 Will: 13
Armor Rating 16 Resist Necrotic 2 Immune Fire
Hit Points 200 Vulnerable Cold 2 DR 2/Radiant
Speed 25 ft Senses Darkvision 30 ft
Skills (AWR) Perceiving +14 Traits Immutable, Iron Will, Unerring Mind
Features
Fueled by Hatred. The Wicker Man does not need to eat, drink, or rest.

Ritual Target. The Wicker Man may only be summoned through a ritual that designates one Ritual Target.

Wicker Curse. Whenever a Ritual Target starts its turn within 200 ft and in line of sight of the Wicker Man, it must make a DC 16 CHA check or become Frightened. If Frightened in this way, the target may repeat this check at the end of each of their turns; if they succeed, then they are immune to the Wicker Curse for 1 hour.

Stalker. The Wicker Man always knows the general location (within 1⁄2 a mile) of its Ritual Target so long as they are on the same plane of existence.

Burning Aura. Creatures who start their turn within 30 ft of the Wicker Man must make a DC 16 END check, taking 4 (1d8) Fire damage on a fail.

Unending Pursuit. If the Wicker Man is reduced to 0 HP, it regains 1⁄4 its HP after 1 minute unless it was reduced to 0 HP by Cold damage.

Burning Fury. Using END, the Wicker Man can cast the Fan the Flames and Fire Shield Arcane Spells at will. It can cast Fireball, Wall of Fire, and Wave of Fire each 1/Recoup.

Actions

The Wicker Man can take FIVE of the following actions, or take the same action five times.

Move. The Wicker Man can move up to its speed.

Burning Grasp. Reach 5 ft Natural Weapon. +6 vs AR. Hit: 10 (1d8+6) fire. If this attack crits, then the target also gains Burning 1d6.

OR the Wicker Man can take TWO of the following actions, or take the same action twice...

Move. The Wicker Man can move up to its speed.

Burning Grasp. Reach 5 ft Natural Weapon. +6 vs AR. Hit: 10 (1d8+6) fire. If this attack crits, then the target also gains Burning 1d6.

...AND take ONE of the following actions.

Hunter’s Scream. The Wicker Man may use this ability while within 200 ft of its Ritual Target. Until the end of its next turn, the Wicker Man may move an additional 15 ft when moving, provided that it moves towards its Ritual Target, and it gains +3 to attack and damage rolls against its Ritual Target.

Burning Embrace. Reach 10 ft Natural Weapon. +6 vs REF. Hit: 10 (1d8+6) fire damage and the target is Grappled. While Grappled in this way, the creature has Burning 1d8. The Wicker Man may only Grapple one creature at a time.

Burning Fury. The Wicker Man can cast one of its Burning Fury spells.

OR the MONSTER can MOVE and take TWO of the following actions, or take the same action twice.

Hunter’s Scream. The Wicker Man may use this ability while within 200 ft of its Ritual Target. Until the end of its next turn, the Wicker Man may move an additional 15 ft when moving, provided that it moves towards its Ritual Target, and it gains +3 to attack and damage rolls against its Ritual Target.

Burning Embrace. Reach 10 ft Natural Weapon. +6 vs REF. Hit: 10 (1d8+6) fire damage and the target is Grappled. While Grappled in this way, the creature has Burning 1d8. The Wicker Man may only Grapple one creature at a time.

Burning Fury. The Wicker Man can cast one of its Burning Fury spells.