Evil Lord (5e Creature)

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Evil Lord[edit]

Large fiend, neutral evil

Armor Class 19 (natural armor)
Hit Points 812 (56d10 + 504)
Speed 40 ft.

28 (+9) 20 (+5) 29 (+9) 27 (+8) 25 (+7) 30 (+10)

Saving Throws Con +19, Int +18, Wis +17, Cha +20
Skills Athletics +18, Intimidation +20, Perception +17
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 60 ft., passive Perception 27
Languages all
Challenge 33 (225,000 XP)

Evil Aura. Any creature that starts it's turn within 10 feet of the evil lord or enters that area takes 17 (5d6) necrotic damage plus 17 (5d6) fire damage.

Innate Spellcasting. The evil lord's innate spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shatter, scorching ray, chaos bolt

3/day each: fireball, heat metal, phantasmal force

1/day each: polymorph, animate objects, create undead


Sword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) slashing damage plus 17 (5d6) necrotic damage.


The lord 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 lord regains spent legendary actions at the start of its turn.

Attack. The lord makes a sword attack.

An Evil lord is a prominent fiend from the lower planes that is noted for its inate desire for dominance. Their looks typically vary but they are known to consort with both Archdevils and Demon Lords

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