Greater Megoi (5e Creature)

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Greater Megoi[edit]

Medium monstrosity (megoi), neutral


Armor Class 14 (17 with mage armor)
Hit Points 144 (17d8 + 68)
Speed 40 ft., fly 10 ft.


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 18 (+4) 21 (+5) 19 (+4) 27 (+8)

Saving Throws Con +10, Int +11, Cha +14
Skills Arcana +17, Perception +10
Damage Resistances acid, cold, fire, force, radiant; damage from magic
Damage Immunities poison, psychic
Condition Immunities poisoned, stunned
Senses passive Perception 20
Languages Common, Megoi, Primordial
Challenge 19 (22,000 XP)


Limited Magic Immunity. The megoi is immune to all spells of 3rd level or lower and has advantage on saving throws against all other spells and magical effects.

Spellcasting. The megoi is a 23rd level spellcaster. It's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The megoi can cast any spell of the appropriate level using it's spell slots, and has 4 1st-level slots, 3 2nd-level, 3rd-level, and 4th-level slots, 3 5th-level, 6th-level, and 7th-level slots, 2 8th-level slots, and 1 9th, 10th, and 11th-level slots.

Regeneration.The Megoi regains 15 hit points at the start of its turn. If it is affected by power word kill, it is not killed, and it instead regains only 10 hit points at the start of it's next turn. The Megoi dies only if it takes 15 or more lightning damage or 25 or more acid damage while it has 0 hit points. While it has 0 hit points, the Megoi's speed is halved, it has disadvantage on attack rolls, and it loses it's Magic Bolt reaction. Also, a greater megoi at 0 hit points only regenerates 8 hit points.

ACTIONS

Magic Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 21 (6d6) force damage.

REACTIONS

Magic Bolt. In response to entering an antimagic field, the megoi can move out of the field and make the following attack, ignoring the antimagic: Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 13 (1d10 + 8) force damage.

LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

Move. The megoi moves up to half of it's speed.

Cantrip. The megoi casts a cantrip.

When a megoi ventures out looking for adventure or power, it may come back as a greater megoi. These powerful creatures serve the colony's mountain master, and may be a mountain master's messenger to a megoi lord.


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