Creature Reference Back to Creatures

Wickerman

Huge · Construct · CR 9 · Neutral Evil

Source. Creature Codex
Armor Class
8
Hit Points and Hit Dice
138 (12d12+60)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
8
-1
CON
21
+5
INT
3
-4
WIS
14
+2
CHA
1
-5

Overview

Category Monsters
Size Huge
Type Construct
Alignment Neutral Evil
XP 5000
Initiative Bonus -1

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Blindsight 120 ft (36.6 m)
Passive Perception 10

Saving Throws

Strength +8 Constitution +9

Languages

understands the languages of its creator but can't speak

Resistances & Immunities

Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Traits

Berserk

If the staff controlling the wickerman is broken or is not being worn or carried by a humanoid, the wickerman goes berserk. On each of its turns while berserk, the wickerman attacks the nearest creature it can see. If no creature is near enough to move to and attack, the wickerman attacks an object with preference for an object smaller than itself. Once the wickerman goes berserk, it continues to do so until it is destroyed, until a new staff is created, or until the staff is worn or carried by a humanoid.

Blazing Fury

A creature that touches the wickerman or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. If the wickerman's flame is ever doused, it is incapacitated until the flame is rekindled by dealing at least 10 fire damage to it.

Water Susceptibility

If the wickerman is on fire, it takes 1 cold damage for every 5 feet it moves in water or for every gallon of water splashed on it. If the wickerman takes at least 100 points of cold damage within a 1 minute period, its flame is doused.

Actions

Blazing Ray

+6 to hit, range 120 ft (36.6 m). Hit: 5d10 fire damage.

Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 27 (5d10) fire damage.

Imprison

The wickerman makes one slam attack against a target it is grappling. If the attack hits, the target is imprisoned inside its burning body, and the grapple ends. A creature imprisoned in the wickerman is blinded, restrained, has total cover against attacks and other effects outside the wickerman, and it takes 17 (5d6) fire damage at the start of each of the wickerman's turns. Up to 6 Medium or smaller creatures can fit inside a wickerman's body. If the wickerman takes 25 damage or more from a creature inside of it, the wickerman must succeed on a DC 14 Constitution saving throw or the creature bursts free from it. The creature falls prone in a space within 10 feet of the wickerman. If the wickerman dies, all creatures inside of it are no longer restrained by it and can escape from the burning corpse by using 15 feet of movement, exiting prone.

Multiattack

The wickerman makes two slam attacks.

Slam

+8 to hit, reach 10 ft (3 m). Hit: 2d10+4 plus 1d10 fire damage.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 5 (1d10) fire damage and the target is grappled (escape DC 16). The wickerman has two fists, each of which can grapple only one target.

About Wickerman

Wickerman is a huge construct with a Challenge Rating of 9. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 8 and possesses 138 hit points (derived from 12d12+60).

Wickerman has communication capabilities including understands the languages of its creator but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Wickerman

1 tips available

When using Wickerman in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Wickerman

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Wickerman?
Wickerman has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Wickerman?
Wickerman is a Huge Construct, which affects how certain spells and abilities interact with it.
What languages does Wickerman speak?
Wickerman can communicate in understands the languages of its creator but can't speak.

Related D&D 5e Content

Related Creatures