Skip to content
CreatePricing
Te Behomothis - AI-generated fantasy Monster

Te Behomothis

Locals call it the One Who Made Me Swallow the Moon, after it once persuaded a ferryman to gulp down a glowing pond reflection as part of an experiment. The ferryman survived, but insists he dreamed of a second moon for a week. The wizard now records every unusual reflection it encounters and claims the incident was a regrettable misunderstanding.

Medium humanoid · CR 7 · Unique

Te Behomothis

A frog-like bipedal wizard who studies the strange magic of rain, reflections, and things that grow in forgotten water.
AC15
HP110/110
CR7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 15 · HP 110 · CR 7

Te Behomothis

Medium humanoid (amphibian), neutral
Armor Class15 (natural armor)
Hit Points110 (13d8 + 52)
Speed
30 ft.,
Swim 30 ft.,
Climb 20 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligenceWisdom
SkillsArcanaInvestigationPerceptionStealth
Weaknesses
Its glass orb is fragile: if a creature uses an action to target it and deals 10 or more damage with a single attack, the orb cracks. The wizard loses access to Cinder Globe until it finishes a long rest.
Its confidence falters when its research is threatened; destroying or stealing its journal can prompt surrender or reckless attempts to recover it.
Senses
Darkvision 60 ft.,
Passive Perception 13
Languages
Common,
Sylvan
Challenge7
Proficiency Bonus+3
Spell Save DC15
Spell Attack Bonus+7
Amphibious. The wizard can breathe air and water.
Slippery Skin. The wizard has advantage on ability checks and saving throws made to escape a grapple.
Spellcasting. As an action, the wizard can cast one of its listed spells, using Intelligence as its spellcasting ability (spell save , to hit with spell attacks). It needs no material components. Daily spell uses are specified in the spell descriptions.
Wall Climber. The wizard can climb difficult surfaces, including ceilings, without needing to make an ability check.

Spells

Minor illusion (cantrip, illusion). At will; a harmless sensory effect, such as making a nearby puddle ripple in the shape of a face.
Mage hand (cantrip, conjuration). At will; the wizard creates a spectral hand that can manipulate objects at range.
Produce flame (cantrip, conjuration). At will; the wizard produces a small magical flame or ignites a flammable object.
Charm person (level 1, enchantment). Three times per day; the wizard magically charms a humanoid it can see within range.
Shield (level 1, abjuration). Three times per day; the wizard creates a protective magical ward around itself.
Magic missile (level 1, evocation). Two times per day; the wizard launches a volley of magical darts that strike their targets unerringly.
Suggestion (level 2, enchantment). Two times per day; the wizard attempts to bind a creature's mind with a suggestion, subject to the spell's normal limitations.
Resilient sphere (level 2, evocation). Two times per day; the wizard creates a sphere of invisible force that can contain a creature or object.
Web (level 2, conjuration). Once per day; the wizard creates a web of sticky strands that can restrain creatures and impede movement.
Misty step (level 3, conjuration). Once per day; the wizard vanishes and reappears in an unoccupied space it can see within range.
Shatter (level 3, evocation). Once per day; the wizard creates a burst of thunderous force, following the spell's normal area and effects.
Slow (level 3, transmutation). Once per day; the wizard magically slows creatures in an area, following the spell's normal effects.

Actions

Multiattack. The wizard makes two Reedstaff attacks.
Reedstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () bludgeoning damage plus 4 () force damage.
Cinder Globe (Recharge 5–6). The wizard flicks a bead of green light at a point it can see within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 28 () fire damage on a failure, or half as much on a success. The sphere sheds dim green light until the end of the wizard's next turn.
Binding Reeds. The wizard chooses one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or be magically restrained by spectral reeds for up to 1 minute. A restrained creature can repeat the save at the end of each of its turns, ending the effect on a success. The reeds vanish if the wizard is incapacitated or dies.
Croak of Numbing Vapors (Recharge 6). The wizard exhales a 30-foot cone of stinging vapor. Each creature in the area must make a Constitution saving throw, taking 18 () poison damage on a failure, or half as much on a success. A creature that fails is also poisoned until the end of its next turn.

Reactions

Slip Between Raindrops (1/round). When a creature the wizard can see hits it with an attack, the wizard adds 3 to its AC against that attack, potentially causing it to miss. The wizard can then move up to 10 feet without provoking opportunity attacks.
Role
Arcane controller and mobile skirmisher
Built for
A party of four 7th-level characters; CR 7 is a substantial single-monster threat, especially in its lair.

Gear

  • Reedstaff (Weapon and arcane focus, 25 gp)A knotted staff that serves as a spellcasting focus and weapon.
  • Rain-reader spectacles (Worn accessory, 15 gp)Small brass spectacles with green glass lenses. They have no independent magical effect.
  • Field journal (Book, 5 gp)A waterproof collection of annotated observations, diagrams, and personal correspondence.

Notes for the game master

Custom creature designed for D&D 5E at CR 7. Its special actions are original features, not canonical spells.
Spell entries describe standard spells; daily uses are listed in their descriptions. The wizard's spellcasting ability is Intelligence.
The wizard requires no material components for its listed spells and casts them using its reedstaff as an arcane focus.

Tactics

  1. Opening

    From cover, open with Cinder Globe against a clustered group. If the party spreads out, use Binding Reeds on a likely spellcaster or front-line combatant instead.

  2. Mid-fight

    Use Cinder Globe when two or more enemies cluster, then reposition behind cover. Use Binding Reeds to isolate a melee threat and staff attacks only when an enemy closes.

  3. End of the fight

    If cornered, use Binding Reeds on the most dangerous pursuer and reserve Croak of Numbing Vapors for enemies clustered around it. It bargains or surrenders once reduced to 25 hit points or fewer if it believes its research can be saved.

  4. Retreat

    The wizard retreats through waterlogged passages if reduced below 20 hit points, using its climb speed to escape along slick walls. It prefers negotiation and will trade a secret, map, or minor magic item for its life.

How it fights

Stay at range and use walls, pillars, and water channels to break line of sight.
Use spells and custom abilities to divide the party rather than trading blows.
Climb to elevated surfaces when melee attackers approach.

Who it attacks first

A tightly grouped cluster of characters for Cinder Globe.
A dangerous melee combatant for Binding Reeds.
A cluster surrounding the wizard for Croak of Numbing Vapors.
Spellcasters or ranged attackers when choosing targets for control spells.

Works well with

A slippery, difficult-to-pin-down ally can exploit the restraint created by Binding Reeds.
Allies that push or herd enemies into clusters make Cinder Globe more effective.

How to beat it

Spread out to reduce the impact of Cinder Globe and Croak of Numbing Vapors.
Use cover and break line of sight to disrupt its ranged spell tactics.
A creature that succeeds on the initial save against Binding Reeds avoids being restrained; allies can also use actions to free a restrained creature by dealing 10 slashing damage to the spectral reeds.
Pressure it in melee and force it to spend its action escaping rather than casting.

Ways to avoid a fight

Offers to identify magical residue, but asks for a sample and several hours of observation.
Can guide travelers through flooded passages in exchange for a fresh book or a rare specimen.
May negotiate a temporary alliance if the party protects its journal or helps investigate a mysterious reflection.

Ecology

A broad, upright frog with mottled jade skin, a cream-colored throat, and a scholar's stoop. Tiny brass spectacles perch over golden eyes. It wears a rain-darkened mantle sewn with pockets, and its reedstaff is capped with a cloudy glass orb that pulses like a firefly trapped in a jar.

Behavior

Fussy, observant, and theatrically courteous. It pauses to correct imprecise language even during a fight, and croaks softly when concentrating. It prefers controlled experiments to killing, but reacts fiercely to anyone damaging its notes or glass apparatus.

How it lives

It eats insects, fish, and the occasional stolen pastry. Its damp notebooks record seasonal changes in local magic, and it favors pools where rainwater gathers in old stonework.

Lair

Its lair is a half-submerged study built around an old rain cistern. Shelves stand on stone plinths above the water, while floating glass beads mark invisible currents of magic. The cistern's narrow channels offer the wizard escape routes and cover.

Habitat
Temperate wetlands, flooded ruins, rain-soaked libraries, and overgrown aqueducts.

Signs that it is near

A line of damp footprints that abruptly continues up a wall.
Green pinpricks of light drifting over still water.
Carefully labeled jars containing rainwater from different storms.
Notes in the margins of local books correcting their descriptions of frogs.

Tags

wizard,
amphibian,
controller,
custom monster,
wetland

Lore

Locals call it the One Who Made Me Swallow the Moon, after it once persuaded a ferryman to gulp down a glowing pond reflection as part of an experiment. The ferryman survived, but insists he dreamed of a second moon for a week. The wizard now records every unusual reflection it encounters and claims the incident was a regrettable misunderstanding.

What drives it

To catalog how rainwater preserves, distorts, and occasionally releases memories.

After the fight

When the wizard falls, its reedstaff cracks and releases a last gust of damp, book-scented air. The green light in its glass lenses gutters out, while nearby pools briefly reflect a starry sky that is not overhead.

“The ferryman survived, but insists he dreamed of a second moon for a week.”
From its lore

Variants

The One Who Made Me Drink the Rain: A reclusive variant whose glass orb leaves a trail of scented mist. Replace Cinder Globe with a custom, non-damaging fog effect that obscures an area.
The One Who Made Me Hear the Pond: A variant known by the ringing sound it left in a village well. Replace Croak of Numbing Vapors with a custom thunderous burst.

Hooks

Plot hooks

A village's rain barrels begin reflecting a moon that vanished centuries ago, and the wizard wants help tracing the source.
The ferryman from the old story claims the wizard stole a memory from him and asks the party to retrieve it.
A page from the wizard's journal appears in a dry room miles away, bearing a warning written in someone else's handwriting.

How to use it

Use as a solitary controller in a flooded archive, cistern, or overgrown observatory.
Pair it with low-threat creatures that can keep characters in the area of its damaging spells without substantially raising the encounter's raw damage.
Give the party a chance to notice its preparations and negotiate before combat begins.

Treasure

The rain-reader spectacles, worth 15 gp.
The waterproof field journal, containing useful local lore and a clue to a nearby magical anomaly.
A cloudy glass orb worth 150 gp to a collector, usable as an arcane focus but not inherently magical.

Media

0 images

No images yet.

Visual sheet

Turn Te Behomothis into a sheet

A high-res, share-ready sheet you can post or print.