Mao (5e Creature)

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Maou (Demon Lord)[edit]

Medium fiend (Majin), true neutral

Armor Class 24 (natural armor)
Hit Points 580 (30d20 + 250)
Speed 40 ft., fly 80 ft.

30 (+10) 21 (+5) 30 (+10) 21 (+5) 22 (+6) 27 (+8)

Saving Throws Str +17, Int +12, Wis +13, Cha +15
Skills Insight +15, Persuasion +13
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, fire, poison
Condition Immunities charm
Senses truesight 120 ft., darkvision 120 ft., passive Perception 26
Languages Abyssal, Infernal, Common, telepathy 120 ft.
Challenge 26 (62,000 XP)

Legendary Resistance (3/Day). If the Maou fails a saving throw, it can choose to succeed instead.

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

Demonic Sword. The Maou summons a demonic sword from their soul. The demonic sword can hover magically in an unoccupied space within 5 feet of it. if the Maou can see the sword, the Maou can mentally command it as a bonus action to fly and either make two attack against a target or return to the Maous hand. If the Maou cannot see or does not use their bonus action to command it the demon sword does not move but attacks enemies within 5 feet. The demon sword uses the Maous stats when rolling for attacks.

Magic Weapons. The Maous weapon attacks are magical.

Pain Aura. At the start of each of the Maous turns, each creature within 20 feet of it takes 10 (3d6) necrotic damage. A creature that touched the Maou or hits it with a melee attack while within 20 feet of it takes 10 (3d6) necrotic damage.


Multiattack. The Maou makes three attacks: two with its demonic sword and one with fiendish bolt.

Demonic Sword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 32 (3d12 + 10) slashing damage plus 12 (2d10) necrotic damage.

Fiendish Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 30 (4d12 + 5) force damage plus 12 (2d10) necrotic damage.

Devils Skin. The Maou envelopes itself in a cloak of fiendish energy. While active the Maou adds +6 to its AC but cannot use demon casting.

Demon Casting (Recharge 5-6). Role a d10. The Maou can cast the level spell equal to the number rolled. On a 10 the Maou can cast a cantrip and on a 9 the Maou can cast a level 9 spell etc. The Maous spellcasting ability is Charisma (spell save DC is 23, +15 to hit with spell attacks).

Forcecage. An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. The Maou can only have one forcecage active at a time.


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

Attack The Maou makes one attack.

Teleport (Costs 2 Actions). The Maou magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Summon Fiend (Cost 3 Actions). The Maou chooses what fiends to summon and attempts a magical summoning. The Maou summons 2d4 lesser fiends, 1d4 greater fiends, or one archfiend. The Maō cannot use this action again until all fiends from the previous summoning are dead.


Maou are a very rare type of demon lord known as a greater Majin. When enough chaos has built up over centuries or millennia the Fates may deem it time to create a Maou. The purpose of the Maou is to bring a balance between chaos and order by acting as a harbinger for the forces of good and order to rally against. Maou are capable of creating demonic weapons to fight with them as well as project demonic energy blasts at foes. Maou are not evil as some would think, however they are driven towards their purpose with a great vigor.

Maou are intelligent humanoid creatures that possess two forms. Their first "true" form is their demonic form. This form is still humanoid in nature but possesses a tail or tails, demon horns, claws on the hands and feet, and slit like pupils at a minimum. Their second "false" from is that of a normal humanoid creature of their choosing. This second form allows the Maou to walk among mortals without being noticed.

Maou have the ability to transfer their blood into mortal creatures in order to create powerful creature used as Generals in the Maous army. These creatures are called Majin. When the Maou willingly give their blood to a mortal they undergo a transformation and gain the two forms of the Maou. The Majin also gain unique abilities that they use in service to the Maou. Majin created by the Maou have a 75 percent Majin blood to 25 pecent mortal blood ratio. These Majin can then create weaker Majin of their own with a 50 pecent Majin blood to 50 percent mortal blood ratio. This process can be repeated, but after time the ratio of Majin blood is so diluted that no real significance change can be seen.

All Majin are capable of commanding lower to mid level fiends. Higher tier fiends will only answer to the Maou and their generals. During combat the Maou can summon forth fiends in order to fight along side them.

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