Lucius the Eternal (5e Creature)

From D&D Wiki

Jump to: navigation, search
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warhammer 40,000 franchise, and/or include content directly affiliated with and/or owned by Games Workshop. D&D Wiki neither claims nor implies any rights to Warhammer 40,000 copyrights, trademarks, or logos, nor any owned by Games Workshop. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.


Large humanoid, chaotic evil

Armor Class 18, 20 while hasted (power armor)
Hit Points 172 (15d10 + 90)
Speed 35 ft.

21 (+5) 24 (+7) 22 (+6) 16 (+3) 12 (+1) 19 (+4)

Saving Throws Dex +13, Con +12, Cha +10
Skills Acrobatics +13, Athletics +11, Intimidation +10, Perception +7
Damage Resistances poison, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Condition Immunities blinded, deafened
Senses darkvision 60 ft., blindsight 60 ft.; passive Perception 17
Languages Abyssal, Common, Infernal
Challenge 18 (20,000 XP)

Legendary Resistance (3/Day). If Lucius fails a saving throw, he can choose to succeed instead.

Brute. A melee weapon deals one extra die of damage when Lucius hits with it (included in the attack).

Fueled by Pain. If a hostile creature hits Lucius with a weapon attack, Lucius has advantage on the first melee weapon attack he makes on his next turn. This attack deals an extra 7 (3d4) damage if it hits.

Keen Senses. Lucius has advantage on Perception checks.

Magic Resistance. Lucius has advantage on saving throws against spells and other magical effects.

Magic Weapons. Lucius’ weapons are magical.

Power Armour. While wearing his armour, Lucius is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine.

Regeneration. Lucius recovers 6 hit points at the start of each of his turns.

Possessive Rejuvenation. If Lucius dies, the creature that struck the killing blow must make a DC 19 Charisma saving throw. If the save fails by 10 or more, Lucius possesses the creature and magically transforms its body into a copy of his own body, replacing the creature’s statistics and equipment with his own but retaining the creature’s current hit points. Otherwise, a creature that fails its save begins to be possessed and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming fully possessed and transformed as described above on a failure or ending the effect on a success.
If the creature succeeds on its saving throw or the effect ends for it, Lucius fails to possess them but returns to life in 1d6 days and regains all his hit points. Only a wish spell can prevent this from happening.
Lucius cannot possess a creature that is warded by protection from evil and good or a similar effect, and his possession attempt automatically fails if dispel evil and good is cast on an affected creature before it makes its second saving throw.
A creature that is fully possessed by Lucius is effectively dead and cannot be resurrected by any means.

Superhuman Biology. Lucius has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.


Multiattack. Lucius makes two rapier attacks.

Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.

Lash of Torment. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 14 (3d4 + 7) slashing damage and the target must make a DC 17 Charisma saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Combat Stimulants (3/Day). As a bonus action, Lucius injects himself with an alchemical concoction that duplicates the effect of a haste spell. For 1 minute, Lucius’s movement speed is doubled, his AC increases to 20, he has advantage on Dexterity saving throws, and he gains an additional action on each of his turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object actions.


Parry. Lucius adds 5 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.


Lucius 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. Lucius regains spent legendary actions at the start of his turn.

Advance. Lucius moves up to his movement speed.
Taste the Lash. Lucius makes a lash of torment attack.
Shrieking Souls (Costs 2 Actions). The captive souls within Lucius’ armour let out a horrific shriek that blasts the body and mind. All creatures within a 20-foot radius of Lucius must make a DC 19 Constitution saving throw, taking 22 (4d10) thunder damage and 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one.

Lucius the Eternal is an infamous chaos space marine duellist and the greatest champion of the Chaos God Slaanesh. Driven by a need to pit his sword against equally-skilled opponents, this heavily-scarred horror stalks the galaxy, unable to permanently die.

The Obsessive Perfectionist. Though he was lauded as both a respected captain and one of the best duellists in the space marine legions, Lucius was not satisfied with his lot. He could not stand the thought of being second best to anyone, at anything, and he obsessively sought to perfect his technique. When Horus rebelled against the god-emperor, Lucius initially fought alongside the loyalists, only to betray them when another captain’s heroics began overshadowing his own. Since that betrayal Lucius has fought countless foes and acquired many duelling scars, turning his once handsome face into that of a monster. Lucius takes a perverse pride in his ghastly visage, viewing each scar as another step on the road to “perfection”.

The Eternal Warrior. Lucius is the foremost of Slaanesh’s champions, and the Prince of Excess has granted him a potent boon for his services. If Lucius dies, he will return to life within six days; and if his killer takes any satisfaction at besting Lucius, his dark spirit can possess their body. Should they fail to fight off the possession, Lucius magically transforms their body into a copy of his own, and their spirit is forever imprisoned within his foul armour. These captive souls manifest as moaning faces that writhe across the armour’s surface, letting out shrieks of mind-shattering torment at Lucius’s command.

Arms of the Father. Lucius wields the Blade of the Laer, a cursed sword that once belonged to his sire Fulgrim. The blade is said to have once contained the essence of a mighty daemon, but the fiend has long since escaped and any power it might have carried is lost. Lucius also carries the lash of torment, a fleshy, many-hooked whip whose touch overwhelms the senses of its victims. He wields the two weapons in tandem, paralyzing foes with one while slicing them to pieces with the other.

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!