Drum Lord (5e Creature)

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Drum Lord[edit]

Medium fiend (Demon), neutral evil


Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 30 walk, 20 climb


STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 15 (+2) 18 (+4) 18 (+4) 17 (+3)

Skills Arcana +8, Insight +7
Condition Immunities Charmed, Exhaustion, Prone
Senses passive Perception 17, Blindsight 120 feet
Languages Common, Infernal, the languages it knew in life
Challenge 8 (3,900 XP)


Spellcasting. The Drum Lord is a 11th level spellcaster. Its spellcasting ability is Intelligence (Save DC 16, +8 to hit) and has the following Wizard spells prepared:

Cantrips (At will): Chill Touch, Minor Illusion, Mage Hand, Mind Sliver, Toll the Dead

1st level (4 slots): Detect Magic, Magic Missile, Shield, Witch Bolt

2nd level (3 slots): Blur, Mirror Image, Spider Climb

3rd level (3 slots): Bestow Curse, Nondetection, Slow

4th level (3 slots): Hallucinatory Terrain, Summon Greater Demon, Mordenkainen’s Private Sanctum

5th level (2 slots): Enervation, Far Step

6th level (1 slot):

ACTIONS

Slashing Beat. (Recharge 5-6) Each creature within a 15 foot square that the Drum Lord can see must succeed on a DC 16 Dexterity saving throw or take 2d10 Slashing damage, or half as much on a success. Additionally, the affected area is difficult terrain for 1d4-2 turns thereafter.


A Drum Lord is a demon, often one reincarnated from a human, who uses the power of music to manipulate the place it calls home in a number of ways.

kyogai.png
From Demon Slayer: Kimetsu No Yaiba episode 13

A Drum Lord's Lair

A Drum Lord makes its lair within a large house or building, typically one with extensive, labyrinthine hallways. A group of lesser intelligent monsters will act as guards, patrolling the complex and acting as sentries. The Drum Lord themself makes home in a large central room.

A Drum Lord encountered in their lair has a Challenge Rating of 10.

Lair Actions

On initiative count 20 (losing ties), the Drum Lord takes a lair action to produce one of the following effects; the Drum Lord can't use the same effect more than once in a row:

One creature must succeed on a DC 16 Charisma saving throw or be teleported to a random location in the lair chosen by the Drum Lord. A creature who succeeds on this saving throw cannot be teleported in this way for 1d6 hours.

The Drum Lord changes the gravity in the room they're in so that a wall becomes the floor; this change lasts for 1d4 turns or until the Drum Lord uses this ability again. Other creatures in the room must succeed on a DC 16 Dexterity saving throw to find their footing or grab onto something or be knocked prone. Creatures with a flying speed or who cannot be knocked prone automatically succeed on this save.

The Drum Lord casts the spell Misty Step

Regional Effects

A Drum Lord exerts control over their lair in the following ways:

Creatures within the lair feel as though the hallways and rooms they are in are looping in on themselves.

Within the lair, floors will sometimes appear to be walls and ceilings, walls will sometimes appear to be ceilings and floors, and ceilings will sometimes appear to be walls and floors.

The Drum Lord can pinpoint the location of every creature in their lair to within 10 feet.



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