Megoi Super Heavy Elite (5e Creature)
Megoi Super Heavy Elite[edit]
Large monstrosity (megoi), neutral Armor Class 22 (megoi plate, broadshield)
Saving Throws Str +16, Dex +14, Con +15 Magic Resistance. The megoi has advantage on saving throws against spells and other magical effects. Regeneration. The Megoi regains 20 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 10 hit points at the start of it's next turn. The Megoi dies only if it takes 15 or more lightning damage or 25 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 10 hit points. Spellcasting. The megoi is an 18th 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, 3 5th-level slots, and 1 slot each of 6th, 7th, 8th, and 9th levels. Weapon Master. The megoi deals 2 extra dice of damage when it hits with a melee weapon (included in the attack). Legendary Reaistance (3/day). If the megoi fails a saving throw, it can choose to succeed instead. ACTIONSMultiattack. The megoi makes three weapon attacks. Only two can be battleaxe attacks. Battleaxe. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) slashing damage. Shield. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (4d4 + 8) bludgeoning damage and the target must succeed on a DC 24 Strength saving throw or be knocked prone.
LEGENDARY ACTIONSThe 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. The regains spent legendary actions at the start of its turn. Attack. The megoi makes a weapon attack. Magic Blow (Costs 2 actions). The megoi blasts energy in a 30 foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 31 (7d8) force damage on a failed save, or half as mush damage on a successful one. |
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