View Full Version : D&D 5e/Next Wither

2018-11-25, 06:38 PM
Large Undead, Neutral Evil
Armor Class 22 (Natural Armor)
Hit Points 403 (35d10+210)
Speed 60', Fly 60'


26 (+8)
14 (+2)
22 (+6)
14 (+2)
16 (+3)
12 (+1)

Damage Resistances Non-magical bludgeoning, piercing, and slashing damage
Damage Immunities Necrotic, Fire, Poison
Condition Immunities Frightened, Poisoned, Exhausted
Senses Blindsight 60', Lifesight 120', Passive Perception 13
Languages Ignan, Abyssal, Infernal
Challenge X
Lifesight Withers can see the very living essence of a being. They automatically know the location and general physical health of any living being within 120'.

Three-Headed Monster Being a three-headed abomination against all that is good in the world, Withers have three reactions per round.

Phase Two When a Wither reaches 200 HP, it enters Phase Two until it takes a short or long rest. While in Phase Two, its fly speed drops to 20', but it also gains immunity to any attacks made from more than 10' away.

Destructive Travels Withers are beings of pure destruction. Any inanimate and unattended object a Wither comes into contact with is immediately destroyed, should it choose to. This means that, for instance, it is fully possible for it to simply move through a castle wall, no matter how thick, by destroying the wall where the wall contacts it. Likewise, it can tunnel at its full movement speed, leaving behind a tunnel large enough for a Large creature.

Note that it DOES take a moment of concentration to destroy it-this means that it cannot destroy arrows or swords, for instance, that contact it, unless they remain there for more than an instant.

Regeneration A Wither regains 5 HP at the start of its turn, unless it took radiant damage between its last turn and the current one. It only dies if it is reduced to 0 HP and does not regenerate.

Bite Melee Natural Attack: +14 to-hit, reach 10', one target. Hit: 2d10+8 (19) magical piercing damage and 2d10 (11) necrotic damage. In addition, the target begins to wither away. At the start of their next turn, they take 2d10 (11) necrotic damage that cannot be resisted or ignored by any means. This persists until thy receive magical healing from a 5th or higher level spell, a Lesser Restoration spell (or similar, but more powerful spell), they or an adjacent companion make a DC 20 Medicine check as an action, a minute passes, or they drink a glass of milk.

Skull Shot Ranged Spell Attack: DC 20 Dexterity saving throw, range 120', 5' radius explosion centered on a point within range. Failed Save: 3d10+6 (22) necrotic damage, and the targets begin to wither away as described in the Bite attack. Successful Save: Half damage, and the target does not wither away. Regardless Of Saves: All unattended, inanimate objects in the explosion are destroyed.

Extra Attack II The Wither makes three attacks in any combination of Bites and Skull Shots, or other attack actions.

2018-11-26, 01:06 PM
Are Withers in Minecraft immune to fire damage? I thought they weren't.

Why is this of the Dragon type and not the Undead type?

Should this be able to destroy magic items (including artifacts)?

2018-11-26, 01:07 PM
Are Withers in Minecraft immune to fire damage? I thought they weren't.

Why is this of the Dragon type and not the Undead type?

Should this be able to destroy magic items (including artifacts)?

They're Nether natives, and can swim in lava. So yes.

Good point.

And unattended magic items, yup! Artifacts I'd consider beyond its abilities, though.

2018-11-27, 07:46 PM
And unattended magic items, yup! Artifacts I'd consider beyond its abilities, though.
You should probably specify that in the statblock, then.

Also, I checked the Minecraft wiki for information:

When spawned, the wither will grow larger in size as its health bar fills up. While in this state, the wither is invulnerable, and will not move or attack. When this state ends (after 10 seconds), the wither will create a very large explosion centered on itself, destroying nearby blocks and damaging nearby mobs/players. The explosion is equal to that of a charged creeper or an end crystal and is accompanied by a loud, threatening sound that can be heard equally from across the map. After this, the wither will attack nearby mobs and is now able to take damage.

The wither is immune to fire, lava and drowning damage. Suffocation is ineffective, since upon taking damage, the wither will break any block it touches (except bedrock, end gateway blocks, end portal blocks, end portal frames, command blocks, barriers and extended pistons). Like other undead mobs, the wither is harmed by the Instant Health effect and healed by the Instant Damage effect. It is immune to all other status effects, like the ender dragon. However, it takes extra damage from weapons with the Smite enchantment.

The wither is hostile towards all mobs except the following:
Zombies and their variants
Skeletons and their variants
Zombie pigmen
Undead horses
Players in creative or spectator mode
Other withers

The wither is immune to all attacks from other undead mobs except skulls from other withers. Like the ender dragon, it can see players and mobs affected by Invisibility.

If the wither is idle, it simply hovers and is unable to gain altitude. On Normal or Hard difficulty, it will also randomly fire blue skulls in random directions until it finds a target.

The wither has a dark purple boss health bar which is only shown when a player is looking in its direction, including through walls. When looking at the wither, the sky gets slightly darker. All withers will display a boss bar on the screen.
Some potentially notable features to add have been bolded, although some of them you might not want to implement or have already implemented (Lifesight probably covers the ability to see invisible creatures thing, for example).

You should probably make Withers immune to the DoT effect(s) of their own attacks, as right now, it/they pierce(s) the Wither's immunity to Necrotic damage.

I couldn't find anything on Withers being immune to explosion damage, and the wiki even says that they don't not (intentional double negative there) take damage from the skulls of other Withers (I couldn't find anything on Withers being or not being invulnerable to damage from their own skulls, either).

Should Withers be NE or CE?

You should probably rename "Extra Attack II" to "Multiattack", since there are probably Multiattack-specific rules somewhere that the action being named "Extra Attack II" might cause issues/strange interactions with.

Despite Withers getting 3 reactions per round, I don't really see much that they can use those reactions for other than Attacks of Opportunity (and using magic items or something?).