Magedoom (5e Creature)

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Magedoom[edit]

Large construct, lawful evil


Armor Class 15 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 25 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 8 (-1) 11 (+0) 3 (-4)

Saving Throws Str +9, Wis +4
Skills Perception +4
Proficiency Bonus +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)


Death Throes. When reduced to 0 hit points, the magedoom releases all of its stored magical energy in an explosion. Each creature within 20 feet of the magedoom must make a DC 15 Dexterity saving throw, taking 45 (10d8) force damage on a failed save or half as much on a successful one.

Immutable Form. The magedoom is immune to any spell or effect that would alter its form.

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

Magic Weapons. The magedoom's weapon attacks are magical.

Spell Tracker. The magedoom is aware of any spell cast within 180 feet of it.

ACTIONS

Multiattack. The magedoom makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a spellcaster, it must succeed on a DC 17 Wisdom saving throw. On a failed save, the target can't cast spells until the start of the magedoom's next turn.

Antimagic Pulse (Recharge 5-6). The magedoom emits a pulse that disrupts magic within a 30-foot radius. All ongoing spells of 3rd level or lower within this area are dispelled. Creatures in the area must succeed on a DC 15 Constitution saving throw or be unable to cast spells until the start of the magedoom's next turn.


Wizards, sorcerers and warlocks are viewed as a threat by the Zhentarim. And there were usually lots of wizards, Zhent and non-Zhent, in Zhentil Keep. In response to this, the most powerful wizards from the Keep banded together to ensure their continued supremacy and devised a horror that would seek out other mages and wizards and destroy them: the magedoom.
A magedoom exudes a distinctive smell of ozone, like that of a lightning strike during a rainstorm crossed with the essence of citric acid. (“It's like being assaulted by something that smells like rotten electric grapefruit,” one ill-fated mage once commented.) It resembles a large, cone-shaped mound of yellow and brown sludge that glistens with moisture, crowned with a withered, eyeless human head. It sports two heavy appendages hanging from near the top of the mound.
Magedooms are created from living wizards whose bodies and spirits have been transformed by a rare, forbidden spell. A magedoom is under the partial control of the archmage who cast the spell that created it. The archmage is able to order the creature to do certain tasks, and the magedoom has a wide breadth of discretion as to how it accomplishes them. If the archmage dies, the magedoom goes berserk, and no wizard is then safe.
Magedooms were created for one reason alone: to kill enemy spellcasters. The goddess Mystra, the god Azuth, and their priesthoods loathe magedooms. High-level priests of Mystra or Azuth sometimes charge those who have acted against their faiths with a geas or a quest to destroy one of the creatures. High-level priests of Azuth who serve him well are rumored to receive a special spell that allows them to destroy magedooms.

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