Magedoom (5e Creature)
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Magedoom[edit]
Large construct, lawful evil Armor Class 15 (natural armor)
Saving Throws Str +9, Wis +4 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. ACTIONSMultiattack. 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.
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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. |
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