Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Elvish, Sylvan
Resistances & Immunities
Traits
Trader
The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.
Traveler
As a bonus action, the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination.
Actions
Call to Yorama
The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet.
Stardust Blade
+4 to hit, reach 5 ft (1.5 m). Hit: 2d8+2 cold damage.
Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage.
Stardust bow
+6 to hit, range 150/600 ft (45.7/182.9 m). Hit: 2d8+4 cold damage.
Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage.
About Far Wanderer
Far Wanderer is a medium aberration with a Challenge Rating of 3. It has a neutral alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 88 hit points (derived from 16d8+16).
Far Wanderer has communication capabilities including Common, Elvish, Sylvan. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Far Wanderer
1 tips available
GM Tips: Using Far Wanderer
When using Far Wanderer in your D&D 5e campaign, consider these tactical approaches:
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Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
Player Guide: Facing Far Wanderer
1 strategies available
Player Guide: Facing Far Wanderer
When your party encounters this creature, keep these strategies in mind:
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Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 3.
Solo Encounter:
A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 1,200 XP
- Hard: 1,800 XP
- Deadly: 2,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Far Wanderer?
- Far Wanderer has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
- What type of creature is Far Wanderer?
- Far Wanderer is a Medium Aberration, which affects how certain spells and abilities interact with it.
- What languages does Far Wanderer speak?
- Far Wanderer can communicate in Common, Elvish, Sylvan.
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