Megoi Summoner (5e Creature)

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Megoi Summoner[edit]

Large monstrosity (megoi), neutral


Armor Class 15 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 17 (+3) 24 (+7) 18 (+4) 24 (+7)

Saving Throws Con +8, Int +12, Cha +12
Skills Arcana +17, Perception +9
Damage Resistances acid, cold, fire, force; damage from magic
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 15 ft., passive Perception 19
Languages Common, Megoi, Primordial
Challenge 16 (15,000 XP)


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

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 11 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 6 hit points at the start of it's next turn. The Megoi dies only if it takes 15 or more lightning damage or 18 or more acid damage while it has 0 hit points. While it has 0 hit points, the Megoi's speed is halved, and it has disadvantage on attack rolls. Also, a Megoi at 0 hit points only regenerates 6 hit points.

ACTIONS

Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Summon Megoi. The megoi summoner chooses what to summon and attempts a magical summoning:

   A solo megoi summoner can summon one megoi with no chance of failure, or can summon a greater megoi with a 50 percent chance of failure.
   If two megoi summoners work together, they can both use this action simultaneously to summon a megoi sword with no chance of failure, or can have a 85 percent chance of summoning two megoi. They can also try to summon a megoi heavy elite with a 30 percent chance of failing.
   If three megoi summoners work together, they can all spend this action simultaneously to summon a greater megoi with no chance of failure, or a megoi heavy elite with a 5 percent chance of failure, or three megoi with an 85 percent chance of success.


LEGENDARY ACTIONS

The can take 2 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.

Attack. The megoi makes a quarterstaff attack.

Spell (costs 1-2) actions. The megoi casts a spell of 2nd level or lower, expending a spell slot, and spending one legendary action per level of the spell.

Megoi summoners are megoi trained in the ways of summoning, who always seem to work in threes. One megoi summoner can summon a megoi, or maybe even a greater megoi. Two can summon a megoi sword, two megoi, or a heavy elite. If a full group of three megoi summoners work together, they can summon a greater megoi without that pesky chance of failure, or three megoi, or a heavy elite.


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