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CR 6 – Aberration – Sabotage Wisp

**Tier 2 play**

**Monster Name:** Sabotage Wisp

**Size, Type, Alignment:** Medium, Aberration, Chaotic Neutral

**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85 (10d8 + 40), Speed 30 ft., Fly 60 ft. (hover)

**Ability Scores:**

Strength 10 (+0),

Dexterity 16 (+3),

Constitution 18 (+4),

Intelligence 14 (+2),

Wisdom 12 (+1),

Charisma 16 (+3)

**Proficiencies:** Saving Throws: Dex +6, Con +7, Int +5

Skills: Stealth +6, Arcana +5, Persuasion +6

Damage Resistances: Psychic; Damage Immunities: Poison, Psychic; Condition Immunities: Charmed, Frightened, Paralyzed

**Senses:** Darkvision 60 ft., Blindsight 10 ft. (blind beyond this radius), Passive Perception 11

Languages: Understands Common and Deep Speech but cannot speak

Challenge Rating (CR): 6

**Special Abilities:**

– **Infiltrator's Veil:** The Sabotage Wisp can turn invisible as a bonus action. It remains invisible until it attacks or uses a spell, or until its concentration ends (up to 1 hour).

– **Disruptive Surge:** Once per long rest, the Sabotage Wisp can create a surge of energy in a 30 ft. radius, forcing all creatures within range to make a DC 15 Constitution saving throw. On a failed save, they take 4d6 psychic damage and are stunned until the end of their next turn.

**Actions:**

– **Multiattack:** The Sabotage Wisp makes two attacks with its Energy Tendrils.

– **Energy Tendrils:** Melee Spell Attack: +6 to hit, reach 10 ft., one target. Hit: 2d10 + 4 psychic damage. On a hit, the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.

– **Arcane Disruption (Recharge 5-6):** The Sabotage Wisp targets one creature it can see within 60 feet. The target must make a DC 15 Intelligence saving throw. On a failed save, the target takes 5d8 psychic damage and cannot cast spells until the end of its next turn.

**Description:** The Sabotage Wisp is a malevolent entity born from the chaotic energies of disrupted arcane flows. It resembles a flickering, spectral figure, with glowing tendrils that pulse with unstable magic. These wisps thrive in environments of technological failure or magical disturbance, often appearing during crises such as the broken fiber-optic cable incident in Finland. They employ hit-and-run tactics, using their invisibility and disruptive powers to sow confusion among adventurers, favoring ambushes and quick retreats. Their demeanor is capricious, often toying with their foes before striking decisively, embodying the essence of chaos and sabotage.

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