Magnus the Red (5e Creature)
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Magnus the Red
Gargantuan fiend (titan), chaotic evil
Saving Throws Con +16, Wis +13, Cha +18
Legendary Resistance (3/Day). If Magnus fails a saving throw, he can choose to succeed instead.
Discorporation. When Magnus is reduced to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Abyss, and he is unable to take physical form for a time.
Innate Spellcasting. Magnus’s spellcasting ability is Charisma (spell saving throw DC 26, +18 to hit with spell attacks). Magnus can innately cast the following spells, requiring no material components:
Magic Resistance. The Magnus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Magnus’s weapons are magical.
Shapechanger. Magnus can use his action to transform into a humanoid of Small to Large size, or back to his true form. Magnus loses his flying speed in his humanoid form, but his statistics are otherwise the same in each form. Any equipment he is wearing or carrying is absorbed or borne by his new form.
Siege Monster. Magnus’s weapons deal double damage to objects and structures.
Cantrips: fire bolt, mending, minor illusion, ray of frost, true strike
Transmogrifying Aura. Each creature that starts its turn within 30 feet of Magnus and isn’t a fiend, a construct, or an undead must make a DC 24 Charisma saving throw. On a failed save, a creature is cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength and Dexterity. A transformed 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 Magnus’s Transmogrifying Aura for 24 hours.
Multiattack. Magnus uses his Frightful Presence. He then makes two melee attacks, or makes one melee attack and casts a spell.
Blade of Magnus. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) slashing damage and 16 (3d10) force damage, or 25 (4d8 + 7) slashing damage and 16 (3d10) force damage if wielded in two hands.
Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (4d4 + 7) bludgeoning damage and 16 (3d10) force damage.
Frightful Presence. Each creature of Magnus’s choice that is within 60 feet of Magnus and aware of him must make a DC 24 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 Magnus’s Frightful Presence for 24 hours.
Counterspell. Magnus innately casts counterspell.
Magnus 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. Magnus regains spent legendary actions at the start of his turn.
Teleport. Magnus magically teleports up to 120 feet to an unoccupied space he can see.
Magnus the Red is a daemon prince of Tzeentch and a fallen son of the god-emperor. Embittered by the knowledge that he is a slave to fate, this one-eyed titan lays waste to all in his path with sorcery of incomparable might.
The Transhumanist Advocate. It is said that the god-emperor’s twenty sons were scattered across the multiverse soon after their birth, forcing him to track them down over centuries. Legends tell that Magnus arrived on a desert world where magical traditions flourished, and by the time the emperor found him Magnus had turned this world into a bastion of art and knowledge. His experiences and innate magical power gave Magnus a favourable view of magic as a whole, and he often preached that the entire human race should be elevated so that magic became their birthright. Many did not see eye-to-eye with him, however, and a great conclave was called to discuss the future of magic-users in the imperium. When the conclave voted against him, Magnus withdrew to his homeworld and continued honing his craft in secret.
Damned for Good Intentions. During his seclusion, Magnus had a vision of his brother Horus’s descent into villainy and sought to prevent it. When that failed he attempted to warn his father of the coming treachery, only to inadvertently destroy a great machine that the god-emperor had spent decades assembling. The guilt-ridden Magnus withdrew without ever delivering his warning, and the seemingly loyal Horus dispatched a legion of space marines to burn Magnus and his world to the ground.
Damned by Hubris. Magnus’s downfall was preordained, for he believed his judgment to be infallible. He recklessly dabbled with unknown powers and made pacts with entities whose true natures he did not fully understand, one of which was the Chaos God Tzeentch. Tzeentch coveted Magnus’s power and ensnared him with debts and ill fortune, so that Magnus would have no choice but to fall, much as his brother Horus had done. For all his power and knowledge, Magnus is merely a pawn in Tzeentch’s games.
Master of Magic. Even before his fall, Magnus was considered one of the greatest mages in all the multiverse, and his sorcerous powers have only grown since his ascension to daemonhood. His mere presence warps the weak-willed into deformed monsters. His prowess at magic is so great that he can cast spells with one hand while physically attacking his foes with the other, and so powerful are his spells that he can annihilate armies and alter the very landscape. Even without his magic Magnus is a deadly combatant, for he can easily kill a man with a single punch. Magnus wields the Blade of Magnus, an enchanted khopesh with a telescoping hilt that allows him to wield it as a scimitar or polearm.