Megademon (5e Creature)

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Design Note: This monster uses the Mythic Monster rules.

Megademon

Colossal fiend (demon), chaotic evil


Armor Class 21 (natural armor)
Hit Points 1,000 (23d66 + 230)
Speed 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 20 (+5) 16 (+3) 22 (+6)

Saving Throws Strength + 18, Dexterity + 10, Constitution + 18, Charisma + 14
Skills Perception + 11
Damage Resistances cold, lightning
Damage Immunities fire, poison; nonmagical bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses Darkvision 600 ft., truesight 600 ft.; passive Perception 21
Languages Common, Abyssal
Challenge 36 (290,000 XP)


Damage Threshold. The megademon is nigh invulnerable, exceedingly difficult to injure with any form of attack. If the megademon takes fewer than 50 points of damage from any attack or source, the damage it takes is reduced to 0.

Immovable. The megademon cannot be pushed or pulled against its will.

Irresistible Offense. The megademon's attacks bypass all forms of damage resistance and damage immunity.

Limited Magic Immunity. The megademon can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Siege Monster. The megademon's attacks deal double damage to objects and structures.

Titan's Wake. The megademon can move through the spaces of Huge or smaller hostile creatures, and it can ignore difficult terrain or other effects that impede movement. If the megademon moves through a creature's space, that creature must succeed on a DC 25 Dexterity saving throw or take 115 (10d20 + 10) bludgeoning damage. A creature can only make this saving throw once per round.

ACTIONS

Multiattack. The megademon can use its frightful presence. It then makes three fist or kick attacks, each of which it can replace with one use of Crush or Fling..

Fist. Melee Weapon Attack: +18 to hit, reach 30 ft., all targets within a 10 ft. cube. Hit: 110 (10d20 + 10) bludgeoning damage, and the target is grappled (escape DC 25). Until this grapple ends, the target is restrained.

Kick. Melee Weapon Attack: +18 to hit, reach 30 ft., all targets within a 10 ft. cube. Hit: 110 (10d20 + 10) bludgeoning damage, and the and the target is pushed up to 60 feet and knocked prone.

Crush. One ore more Huge or smaller object held or creature grappled by the megademon is crushed into paste, taking 110 (10d20 + 10) bludgeoning damage. The target can make a DC 25 Strength saving throw, taking half damage on a success.

Fling. One or more Huge or smaller objects held or creature grappled by the megademon is thrown up to 200 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 25 Dexterity saving throw or take the same damage and be knocked prone.

Frightful Presence. Each creature of the megademon's choice that is within 600 feet of the demon and aware of it must succeed on a DC 25 Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened by the megademon's frightful presence, a creature must take the Dash action and move away from it by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to the megademon, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the megademon's Frightful Presence for the next 24 hours.

Firestorm. The megademon magically creates six bolts of hellfire, each of which can strike a target the megademon can see within 600 feet of it. A target must make a DC 25 Dexterity saving throw, taking 22 (4d10) fire damage and 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

Hellfire Breath (recharge 5-6). The megademon exhales fire in a 600-foot line that is 30 feet wide. Each creature in that area must make a DC 25 Dexterity saving throw, taking 110 (20d10) fire damage and 110 (20d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated.


LEGENDARY ACTIONS

The megademon can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The megademon regains spent legendary actions at the start of its turn.

Attack. The megademon makes one fist or kick attack, or it uses its Crush or Fling.
Detect. The megademon makes a Wisdom (Perception) check.
Firestorm (Costs 2 Actions). The megademon uses firestorm.
Shrug Off. The megademon ends one effect that allows a saving throw at the end of its turn.

Standing taller than the towers of castles, the 100-foot tall megademons are living siege weapons capable of single-handedly destroying the most stalwart fortress. A megademon resembles your archetypal big scary red-skinned demon with a horned head, but is much bigger.


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