Lord of Change (5e Creature)
Lord of Change[edit]
Huge fiend (demon), chaotic evil Armor Class 22 (natural armor)
Saving Throws Int +17, Wis +17, Cha +18 Legendary Resistance (3/Day). If the lord of change fails a saving throw, it can choose to succeed instead. Magic Resistance. The lord of change has advantage on saving throws against spells and other magical effects. Spellcasting. The lord of change is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 26, +16 to hit with spell attacks). The lord of change knows the following sorcerer spells: Cantrips (at will): acid splash, chill touch, fire bolt, message Sculptor of Flesh. Tzeentch has so warped his minions that they may choose to automatically succeed or fail on any saving throws against the polymorph and true polymorph spells, if it fails the roll the lord of change chooses what form it takes within the spells limits. Master of Magic. The lord of change has 25 sorcery points, which is used to fuel its Metamagic. The lord of change regains all spent sorcery points when it finishes a long rest. Metamagic. The lord of change knows all Metamagic options from the sorcerer class. Staff of Tzeentch. The lord of change wields a stage four staff of Tzeentch. Spell Thief. When the lord of change successfully negates the effect of a spell, it can make a DC 25 Intelligence (Arcana) check. On a successful check, the lord of change steals the spell with its staff of Tzeentch and can cast it once on a later action, using 1 charge per level of the spell. ACTIONSMultiattack. The lord of change can use its Frightful Presence. Then makes either one weapon attack and casts a spell or casts two spells, if the lord of change casts two spells on the same turn, the level of the second spell it casts this way must be no higher than half of the level of the first spell it casts, rounded down (a minimum of 1st). Alternately, instead of taking two actions, the lord of change may instead take the Beacon of Sorcery action. Staff of Tzeentch. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 10) bludgeoning damage. This is a magic weapon attack. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) piercing damage. Frightful Presence. Each creature of the lord of change's choice that is within 120 feet of the lord of change and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lord of change's Frightful Presence for the next 24 hours. Beacon of Sorcery (1/Day). Until the start of the lord of change's next turn, when a creature friendly to the lord of change within 50 feet of the lord of change would normally roll one or more dice for a spell that deals damage or restores hit points, it can instead use the highest number possible for each die. REACTIONSCounterspell. The lord of change uses a counterspell from staff of Tzeentch. LEGENDARY ACTIONSThe lord of change 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 of change regains spent legendary actions at the start of its turn. Chaotic Surge. The lord of change rolls a d100 twice, and takes either of the two rolls for the Wild Surge table from sorcerer's Wild Magic archetype. |
The greatest of Tzeentch's daemons, the lords of change shimmer with raw magic. With a flick of its claw, a lord of change can hurl foes into nightmares, or blast enemies with the wyrdfires of Tzeentch. Such canny creatures can steal opponents' spells for their own use, or send mutating rays from their rod of sorcery to destroy entire enemy formations. |
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