Megoi (5e Creature)
From D&D Wiki
Medium megoi, neutral
Saving Throws Con +8, Int +9, Cha +12
Magic Resistance. The megoi has advantage on saving throws against spells and other magic.
Spellcasting. The megoi is a 17th level spellcaster. It's spellcasting ability is Charisma (spell save DC 20, +12 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, 2 5th-level slots, and 1 slot each of 6th, 7th, 8th, and 9th levels.
Regeneration. The Megoi regains 10 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 5 hit points at the start of it's next turn. The Megoi dies only if it takes 10 or more lightning damage or 15 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 Megoi at 0 hit points only regenerates 5 hit points.
Magic Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands, plus 14 (4d6) force damage.
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: +12 to hit, range 120 ft., one target. Hit: 12 (1d10 + 7) force damage.
Megoi are sorcerous beings who live in colonies in mountains, often above cloud level. A megoi colony is built partially into a mountain, but mostly not. In a megoi colony, there is usually a few thousand megoi, who live in that colony and serve greater megoi, who serve the megoi mountain master who rules the colony. Not much is known about megoi, but all know that they serve many hundred lesser megoi lords, and a few greater megoi lords. Mountain masters serve the lords themselves.