Dungeon Master (5e Creature)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This is representing the Dungeon Master's role, as if the person was in the game playing as a creature. It's power-level represents the Dungeon Master's gameplay, and is not necessarily playable.

Dungeon Master[edit]

Medium humanoid, any non lawful and non good alignment


Armor Class 28 (natural armor)
Hit Points 3712 (425d8 + 1800)
Speed 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Dex +20, Con +20, Int +20, Cha +20
Skills Athletics +20, Acrobatics +20, Deception +20, Perception +20, Stealth +20
Damage Vulnerabilities Thunder
Damage Resistances cold, force, radiant, nonmagical bludgeoning, piercing, and slashing
Damage Immunities necrotic, psychic
Condition Immunities charmed, frightened, paralyzed, petrified, stunned
Senses passive Perception 30
Languages Any number of any languages
Challenge 30 (1,000,000 XP)


Legendary Resistance (7/Day). If the Dungeon Master fails a saving throw, it can choose to succeed instead.

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

Spellcasting. The Dungeon Master is a spellcaster. Its spellcasting ability is Intelligence (spell save DC 30, +20 to hit with spell attacks). The Dungeon Master is capable of casting any spell, and has the following spell slots;

1st level (6 slots)

2nd level (5 slots)

3rd level (5 slots)

4th level (4 slots)

5th level (4 slots)

6th level (3 slots)

7th level (3 slots)

8th level (2 slots)

9th level (2 slots)

Magical Weapon Attacks. Any weapon attacks performed by the Dungeon Master counts as magical for the purpose of overcoming resistance to bludgeoning, piercing, and slashing damage.

Power Weapon Attacks. Any weapon attacks performed by the Dungeon Master is tripled in power. Roll the weapon's damage di(c)e three times and then add the appropriate modifier (i.e. a Power Greatsword would deal 6d6 + Strength Modifier slashing damage, instead of 2d6 + Strength Modifier slashing damage). This is already noted in the actions.

Perfect Ability Scores. The Dungeon Master's ability scores cannot be reduced below 30 through any means.

Regeneration. The Dungeon Master regains 50 hit points at the start of it's turn.

Master of Fate. The Dungeon Master is able to try and control its own fate to make it almost impossible to kill. When the Dungeon Master reaches 0 hit points, roll a d10. On a 1, the Dungeon Master falls unconscious. On a 2-10, the Dungeon Master recovers a number of d20 hit points equal to the number rolled.

If the Dungeon Master dies, roll a d20. On a 1, the Dungeon Master dies. On a 2-19, it is teleported to a safe place anywhere in the multiverse (the DM [the Earth version :P] chooses this location) and becomes stable. On a 20, the Dungeon Master recovers 10d10 hit points.

ACTIONS

Shapechanger. The dungeon master can use it's action to polymorph into a Small or Medium humanoid it has seen, or back into it's true form. It's statistics, other than it's size, are the same in each form. Any equipment it is carrying or wearing is transformed with it. It reverts to it's true form if it dies.

Alter Reality The Dungeon Master's power is so great that it can alter reality. The Dungeon Master casts the wish spell without expending a spell slot, and does not suffer any penalties due to the spellcasting of the wish spell. Also, the Dungeon Master can control every aspect of the wish spell, meaning it can also prevent any possible negative effect from the effect produced by the wish spell. Once this action is used, roll 12d6. The Dungeon Master cannot use this action for that number of tendays.

Recover Spell Slots (Recharge 6) Roll 3d6. The Dungeon Master can recover a number of expended spell slots whose levels equal to or is less than the number rolled.

Morph Weapon. If the Dungeon Master does not have a weapon, it creats one out of magical energy. It can change a weapon in hand to any simple melee, simple ranged, martial melee, or martial ranged weapon of it's choosing, and only once per turn.

Weapon Attack. If the Dungeon Master has a weapon in it's hand, it can attack a creature within range. +20 to attack. On a hit, the weapon deals three times it's damage di(c)e + 10, of the damage type determined by the weapon.

Mimic Feature. The Dungeon Master can use any feature from any class, as though the Dungeon Master had that class, met any prerequisites, and is skilled in it.

Roll. If the Dungeon Master has a twenty-sided die, it can throw it in any direction. The die will enlarge to occupy a 10 by 10 feet space, and rolls in the direction thrown for 10d10 feet. It travels 20 feet per round, on the Dungeon Master's initiative. Any creature that the die rolls into the space of whose size is Huge or smaller must succeed on a Dexterity saving throw, DC 23, or take 5d20 bludgeoning damage. When the die stops rolling, it shrinks back to normal size and flies back to the Dungeon Master.

REACTIONS

Uncanny Senses. When another creature makes an attack roll against this creature, the Dungeon Master can use it's reaction to add 3d4 to it's AC.

LEGENDARY ACTIONS

The Dungeon Master can take 7 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 Dungeon Master regains spent legendary actions at the start of its turn.

Cast A Lesser Spell. The Dungeon Master can cast one 4th-level or lower spell with a casting time of 1 action or 1 bonus action.

Cast A Greater Spell (2 Actions). The Dungeon Master can cast one 8th-level or lower spell with a casting time of 1 action or 1 bonus action.

Monster Manual (Costs 2 Actions). The dungeon master flips through their tome of monsters, selecting one to aid it in battle. Any creature of CR 13 or below can be summoned and is brought into existence at any point the dungeon master can see. They roll their own initiative and disappear at the end of their next turn. Once this ability has been used it cannot be used again until the creature summoned has died, disappeared, or the DM has removed it from play (no action required).

The Dungeon Master is the master of everything that was, is, and will be. It controls and manages everything. But even the Dungeon Master has a beginning... and an end. One day, it will fall, and another will take its place.

What do you guys think of this NPC? I know there is already a Thediem, Master of Everything but I didn't like it, so I decided to make my own.


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