Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
understands the languages of its creator but can't speak
Resistances & Immunities
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
GM Tips: Using Wickerman
When using Wickerman in your D&D 5e campaign, consider these tactical approaches:
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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
Player Guide: Facing Wickerman
When your party encounters this creature, keep these strategies in mind:
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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
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
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.
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Related D&D 5e Content
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