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Far Wanderer

An aberrant traveler and trader, the flesh of these elf-like humanoids glows in a shifting pattern of luminous constellations.

Medium aberration, neutral

Armor Class 14
Hit Points 88 (16d8 + 16)
Speed 30 ft.

14 (+2) 18 (+4) 12 (+1) 17 (+3) 11 (+0) 10 (+0)

Saving Throws Dexterity +6
Skills Arcana +5, Perception +2, Stealth +6
Damage Resistances cold
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 3 (700 XP)

Special Traits

  • Trader. The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.
  • Traveler. As a bonus action, the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination.
  • A far wanderer doesn’t require air, food, drink, or sleep.


  • Stardust Blade. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage.
  • Stardust bow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage.
  • Call to Yorama (1/day). The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet.


Powers of the Mind. The far wanderers possess innate psychic powers, which they can manifest into harming or healing energy. They are highly intelligent, curious, and manipulative. They often ally with fey or sylvan courts, then use their position to create conflict with other beings, taking notes on the nature of disharmony.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.