Hadozee Shipmage (5e Monster)

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Author: Rlyehable (talk)
Date Created: 2024-03-26
Status: Finished
Editing: Clarity edits only please
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Hadozee Shipmage [1]
Medium Humanoid (Hadozees, Wizards), Any Alignment
Armor Class: 15 (with mage armor, 12 without)
Hit Points: 46 (9d6+18)
Speed: 30 ft., climb 30 ft., see Glide
11 (+0) 14 (+2) 15 (+2) 17 (+3) 15 (+2) 13 (+1)
Saving Throws: Int +5, Wis +4
Skills: Arcana +5, Insight +4, Investigation +5
Senses: passive Perception 12
Languages: Common, Hadozee
Habitat: Forest, Wildspace
Plane: Astral Plane
Challenge: 9 (5,000 xp)Proficiency Bonus (PB): +4


Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.

Spellcasting. The hadozee can cast spells using Intelligence as its spellcasting ability (spell save DC 15, +7 to hit with spell attacks). The following are suggested spells:

cantrips (at will): dancing lights, fire bolt, prestidigitation, toll the dead
1st level (4 spell slots): comprehend languages, detect magic, feather fall, mage armor, witch bolt
2nd level (3 slots): air bubble, darkvision, invisibility
3rd level (3 slots): counterspell, lightning bolt, tongues
4th level (3 slots): banishment, black tentacles, dimension door
5th level (1 slots): create spelljamming helm


Dagger. Melee Weapon Attack or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range (20/60), one target. Hit: 4 (1d4+2) piercing damage.

Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 feet, one target. Hit: 10 (2d10) fire damage. If the target was an object, not worn or carried, the object is set afire.

Toll the Dead. The hadozee targets one creature within 60 feet. That creature must succeed on a Wisdom saving throw (DC 15) or take 8 (2d8) necrotic damage (12 (2d12) necrotic damage if the target is below its hit point maximum). This is a spell. 


Safe Descent. [2] When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.

Counterspell. If the hadozee sees a creature is casting a spell it can use its reaction and a 3rd level spell slot to try to counter the spell. If the spell was 3rd level or lower, its spell fails and has no effect. If the spell was 4th level or higher, the hadozee must make an Intelligence check (DC 10 + the spell's level). On a success, the creature's spell fails and has no effect.

Rare hadozee wizards often serve on Spelljammer ships, often as the spelljammer navigator.

Sources and Notes[edit]

  1. user:Rlyehable. Created: 2024-03-26. Licensed: CC-BY-SA.
  2. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e) Wizards of the Coast. Licensed: OGL.

Back to Main Page5eMonsterHumanoidHadozee
Back to Main Page5eCampaign SettingsSpelljammer

Rlyehable's Homebrew (190 Articles)
AlignmentAny Alignment +
AuthorRlyehable +
CRval9 +
Canontrue +
Challenge Rating9 +
Experience Points5,000 +
FeaturesGlide +, Spellcasting +, Dagger +, Fire Bolt +, Toll the Dead +, Safe Descent + and Counterspell +
HabitatForest + and Wildspace +
Hit Dice9d6+18 +
Hit Points46 +
Identifier5e Monster +
PlaneAstral Plane +
RatingUndiscussed +
SettingSpelljammer +
SizeMedium +
SortTextHadozee Shipmage 5e +
SubtypeHadozee + and Wizard +
SummaryHadozee Wildspace wizard. +
TitleHadozee Shipmage +
TypeHumanoid +