Drum Lord (5e Creature)

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Drum Lord[edit]

Medium fiend (devil), lawful evil


Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., climb 20 ft.


STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 15 (+2) 18 (+4) 18 (+4) 17 (+3)

Skills Arcana +7, Insight +7, Perception +7
Proficiency Bonus +3
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 120 ft., passive Perception 17
Languages Common, Infernal, telepathy 120 ft.
Challenge 8 (3,900 XP)


Spellcasting. The drum lord is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The drum lord has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, mind sliver, minor illusion, toll the dead
1st level (4 slots): detect magic, magic missile, shield, witch bolt
2nd level (3 slots): blur, mirror image, spider climb
3rd level (3 slots): bestow curse, slow
4th level (3 slots): hallucinatory terrain, private sanctum, summon greater demon
5th level (2 slots): enervation, far step
6th level (1 slot): scatter

ACTIONS

Multiattack. The drum lord makes two slam attacks.

Slam. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Slashing Beat (Recharge 5-6). Each creature within a 15-foot square that the drum lord can see must make a DC 15 Dexterity saving throw, taking 11 (2d10) slashing damage on a failed save, or half as much damage on a successful one. Additionally, the affected area is difficult terrain until the end of the drum lord's next turn.


A drum lord is a devil, often one reincarnated from a human, who uses the power of music to manipulate the place it calls home in a number of ways.

A Drum Lord's Lair

A drum lord makes its lair within a large house or building, typically one with extensive, labyrinthine hallways. A group of lesser intelligent monsters will act as guards, patrolling the complex and acting as sentries. The drum lord themself makes a home in a large central room.

A drum lord encountered in their lair has a Challenge Rating of 10.

Lair Actions

On initiative count 20 (losing ties), the drum lord takes a lair action to produce one of the following effects; the drum lord can't use the same effect more than once in a row:

  • One creature must succeed on a DC 15 Charisma saving throw or be teleported to a location in the lair chosen by the drum lord. A creature who succeeds on this saving throw cannot be teleported in this way for 1d6 hours.
  • The drum lord changes the gravity in the room they're in so that a wall becomes the floor; this change lasts for 1 minute or until the drum lord uses this action again. Other creatures in the room must succeed on a DC 15 Dexterity saving throw to find their footing or grab onto something or be knocked prone. Creatures with a flying speed automatically succeed on this save.
  • The drum lord casts the spell misty step.

Regional Effects

A drum lord exerts control over their lair in the following ways:

  • Creatures within the lair feel as though the hallways and rooms they are in are looping in on themselves.
  • Within the lair, floors will sometimes appear to be walls and ceilings, walls will sometimes appear to be ceilings and floors, and ceilings will sometimes appear to be walls and floors.
  • The drum lord can pinpoint the location of every creature in their lair to within 10 feet.

When the drum lord dies, all of these regional effects fade immediately.

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