Dracohybrid Overlord (5e Creature)

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Dracohybrid Overlord[edit]

Gargantuan monstrosity (dracohybrid), any evil alignment


Armor Class 19 (natural armor)
Hit Points 370 (20d20 + 160)
Speed 40 ft., climb 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 26 (+8) 20 (+5) 18 (+4) 20 (+5)

Saving Throws Str +15, Dex +8, Con +15, Int +12
Skills Arcana +19, History +12, Insight +11, Perception +11, Stealth +8
Proficiency Bonus +7
Damage Resistances acid, cold, fire, lightning
Damage Immunities force
Condition Immunities charmed, frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Common, Draconic plus up to three other languages
Challenge 23 (50,000 XP)


Legendary Resistance (3/Day). If the dracohybrid fails a saving throw, it can choose to succeed instead.

Overlord's Curse. A creature with a dragon's curse is frightened of the dracohybrid while within 120 feet of it.

Spellcasting. The dracohybrid is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The dracohybrid has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, detect magic, earth tremor, magic missile
2nd level (3 slots): acid arrow, dragon's breath, mirror image*
3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): banishment, confusion, polymorph
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability*
7th level (1 slot): prismatic spray
8th level (1 slot): antimagic field
9th level (1 slot): meteor swarm

*The dracohybrid casts these spells on itself before combat.

Two Heads. The dracohybrid has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious.

ACTIONS

Multiattack. The dracohybrid makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

BONUS ACTIONS

Dragon Lord's Curse. The dracohybrid targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Wisdom saving throw against this magic or be cursed for 1 minute with a dragon's curse. An affected 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 Dragon's Curse of all dracohybrids and has advantage on saving throws it makes against this dracohybrid's Dragon Lord's Curse for the next 24 hours.

LEGENDARY ACTIONS

The dracohybrid can take 3 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 dracohybrid regains spent legendary actions at the start of its turn.

Detect. The dracohybrid makes a Wisdom (Perception) check.
Tail Attack. The dracohybrid makes a tail attack.
Cast Spell (Costs 1-3 Actions). The dracohybrid uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.

See also Dracohybrids (5e Creature)

Almost entirely lacking the bizarre mutations of other dracohybrids, an overlord is closest to being a dragon. The only difference between the overlord and any other dragon is what appears to be a rider affixed upon the dragon's back, between the wings; a humanoid torso and all that remains of the overlord's original body. Unlike other dracohybrids, an overlord is deliberately created by the fusion of ancient magic and the dracostone's draconic power into the body of a spellcaster at the apex of magical ability, likely the one who created the stone in the first place. Overlords avoid direct combat, using minions to keep distance between themselves and their enemies while they rain hell upon them.
The curse of an overlord is especially potent, causing supernatural terror.

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