Evil Lord (5e Creature)

From D&D Wiki

Jump to: navigation, search

Evil Lord[edit]

Medium fiend, neutral evil


Armor Class 19 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 9 (-1) 18 (+4) 18 (+4)

Saving Throws Cha +7
Skills Intimidation +7
Proficiency Bonus +3
Damage Resistances cold, fire, necrotic; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages all
Challenge 8 (3,900 XP)


Evil Aura. Any creature that starts its turn within 10 feet of the evil lord or enters that area for the first time on its turn must make a DC 15 Constitution saving throw, taking 4 (1d8) necrotic damage on a failed save and half as much damage on a successful one.

Innate Spellcasting. The evil lord's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

3/day each: disguise self, heat beam
2/day each: animate minor object, shatter confidence
1/day each: fireball, phantasmal killer

ACTIONS

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the evil lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the evil lord is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the evil lord lacks the room to become Large, it attains the maximum size possible in the space available.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, or 18 (4d6 + 4) slashing damage if enlarged, plus 11 (2d10) necrotic damage.

Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is a Medium or smaller creature, or Large or smaller if enlarged, it must succeed on a DC 15 Strength saving throw or be knocked prone.


LEGENDARY ACTIONS

The evil lord can take 2 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 evil lord regains spent legendary actions at the start of its turn.

Attack. The evil lord makes one melee weapon attack.

Evil lord.jpg
Source: Wikipedia Commons

An evil lord is a prominent fiend from the lower planes that is noted for its innate desire for dominance, in spite of its smaller stature. Standing about 5 feet in height, these fiends overcompensate for their stature by becoming learned in the dark arts and evil magics, casting spells aimed to hurt their opponents and assert their superiority. But in spite of their vast array of spells, their absolute favorite magical power is their ability to enlarge their forms to appear as the all-powerful evil lords they truly wish to be.

Big Ego. Whenever they can, evil lords will use their magic to disguise their true stature, entering combat situations enlarged and either defeating their enemies quickly or fleeing before their enlarge ability wears off, lest their true height be revealed to their enemies. This is not always possible however, and for such situations, an evil lord will also use spells such as disguise self, shatter confidence, and phantasmal killer to make itself appear to be a greater threat than it is.

Evil Aesthetic. In order to feel superior to others, evil lords will invariably try a bit too hard to fit into the evil aesthetic. This is most prominent in the type of magic they choose to learn, with spells such as heat beam, animate minor object, and fireball being staples in their arsenal solely for their ability to frighten and intimidate their opponents. Evil lords also embrace evil looking clothing, with pointy spikes, the color black and glowing red eyes being among their favorite fashion statements. 

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: