Viminus "William", the Wonderous Wanderer | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Viminus "William", the Wonderous Wanderer CR: 14 (11,500 XP)

Medium fey, chaotic neutral
Armor Class: 12 (17 With Barkskin)
Hit Points: 180 (19d10+76)
Speed: 30 ft

STR

12 +1

DEX

18 +4

CON

18 +4

INT

17 +3

WIS

25 +7

CHA

19 +4

Skills: Perception +11, Stealth +7
Damage Resistances: Non Magical Bludgeoning, Piercing, And Slashing (From Stoneskin)
Senses: passive Perception 21
Languages: Common, Elvish, Sylvan
Challenge Rating: 14 (11,500 XP)

Spellcasting. Viminus is an 18th level Spellcaster. His spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). He can cast Acid Splash and Dancing Lights at will and has the following spells prepared: Cantrips:

  • Chill Touch
  • Light
  • Message
  • Minor Illusion
  • Shocking Grasp
  • Spirit Whip
Level 1 (5 slots):
  • Animal Friendship
  • Comprehend Languages
  • Fog Cloud
  • Jump
  • Longstrider
  • Sleep
  • Speak With Animals
  • Unseen Servant
Level 2 (4 slots):
  • Barkskin
  • Ground
  • Pass Without Trace
  • Suggestion
Level 3 (3 slots):
  • Ambiguate
  • Bestow Curse
  • Speak With Plants
  • Vampiric Touch
  • Water Walk
Level 4 (3 slots):
  • Arcane Eye
  • Concussion
  • Freedom Of Movement
  • Polymorph
Level 5 (3 slots):
  • Awaken
  • Geas
  • Modify Memory
  • Scrying
Level 6 (3 slots):
  • Chain Lightning
  • Move Earth
  • Transport via Plants
Level 7 (2 slots):
  • Mirage Arcane
  • Plane Shift
Level 8 (1 slot):
  • Earthquake
  • Power Word: Stun
Level 9 (1 slot):


Enduring Will. When making a saving throw against a spell that requires Charisma, Viminus instead makes the saving throw with Wisdom.
Exile. Viminus has been exiled for his trickery, and cannot return to the Feywild through any means. Any attempt to do so results in his immediate incapacitation.
Magic Resistance. Viminus has advantage on saving throws against spells and other magical effects.
Treant Sapling Seeds. Viminus carries with him six magical seeds, each of which will sprout a Treant Sapling with thrown on the ground. He will use four of them before rolling initiative.
Shamanic Totems. Viminus is a Shaman of the Achuar tradition. Achuar Shaman craft totems made from carving intricate designs into precious stones like onyx, lapis lazuli, and others. These designs glow white when the totem is active, and are carried in the pocket or placed on the ground. Viminus can use a totem 9 times per day, and has the following four totems prepared:

  • The Home. You create a 15ft circle surrounding the totem, inside of which you and any allies recover 1d4hp each turn for 30 minutes.
  • The Fool. When you activate this totem while bound, or grappled, automatically succeed your next saving throw to free yourself. When you activate this totem while not bound or grappled, gain an additional 10ft of movement speed for 5 minutes.
  • Strength. You, and all allies within 30 feet of you, gain advantage on your next weapon attack roll, and deal an additional 1d6 damage.
  • The High Priestess. When placed on the ground, this totem creates a 30ft circle for 10 minutes. During this time, stealth checks inside the circle automatically fail, and all living creatures have a blue aura surrounding their body.

Actions

Vicious Bow of the Hamatula. Ranged Weapon Attack: +8 to hit, range 150/600, one target. Hit: 14 (1d8 + 8) piercing damage. Vicious. When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 piercing damage. Artifact: Bow of the Hamatula. Crafted from the spine of a barbed devil, any arrow fired from the bow lights on fire. In addition to the damage normally dealt by the weapon, the arrow deals 3d6 fire damage, and if the target is a flammable object that isn’t being worn or carried, it also catches fire. Charge. Viminus moves up to 60ft. at a target, making a Ram attack. On a successful hit, the target must succeed a DC 17 Strength saving throw, or take 1.5x damage, be thrown back 10ft., and knocked prone. On a successful save, the target is knocked back 5ft and takes normal damage.
Command. As a bonus action, Viminus issues a swift command to one of his pet Treant Saplings.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (6d4 + 3) bludgeoning damage.
Staff of Culling. (3/day) Melee Weapon Attack: +7 to hit, reach 5ft., one target. Artifact. The Staff of Culling is an ancient artifact from the Feywild. Creatures stricken with this staff become targeted by the Disintegrate spell.

Viminus, the Wonderous Wanderer. Viminus, the Wandering Waste. Viminus the Miracle. Viminus the Salvation. Viminus the Treacherous. Viminus Kinsbane. Many names are given to the Archfey that wanders the world by the name of William. His shop, ever ready with himself, Wonderful Wonderous William's Wandering Emporium. There are at all times 100 magical artifacts within this shop, and each comes at a price that replenishes the item's supply rather than charging coin. An adventurer may gain great power, but lose their memories of family, friends, or why they wanted the power to begin with. Others trade on purpose something for him to take, in exchange for something that aids them. Viminus, a Satyr, wanders the material plane spreading his mischief.

Viminus was exiled from the Feywild, after having learned a method by which he could make Pacts with warlocks. His mischief took a turn towards the malicious, rather than merely inconvenient. Once he found himself cursed to wander the Material Plane, he began collecting and training magical items of unique and unseen design. After earning a reputation, and many people mishearing his name, he began to go by William. Now an aged Satyr, he travels in shrouds and wrappings that hide his true nature, offering deals to unknowing adventurers as well as those that call the name of his shop. If he approaches uninvited, he will be compelled to leave by simply stating that he is not welcome. If invited, however, he will not leave until at least a single deal is struck. Knowing adventurers can barter with him intentionally, to set the cost of the item; though he will always refuse coin. Unknowing adventurers are found paying a cost as they leave, their newly acquired item bound to them until they gift the item, or die.

Created by

Ticklesthegamemaster.

Statblock Type

Monster

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