Mary Sue (5e Creature)

From D&D Wiki

Jump to: navigation, search
Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

Mary Sue[edit]

Medium humanoid (any race), neutral good


Armor Class 36 (plot armor)
Hit Points 474 (20d20 + 250)
Speed 120 ft., climb 100 ft., swim 100 ft.


STR DEX CON INT WIS CHA
20 (+5) 25 (+7) 20 (+5) 25 (+7) 25 (+7) 30 (+10)

Saving Throws Strength +14, Dexterity +16, Constitution +14, Intelligence +16, Wisdom +16, Charisma +19
Skills Acrobatics +9, Animal Handling +10, Arcana +10, Athletics +7, Deception +9, History +8, Insight +9, Intimidation +10, Investigation +7, Medicine +10, Nature +9, Perception +10, Performance +10, Persuasion +10, Religion +7, Sleight of Hand +6, Stealth +8, Survival +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, cold, fire, force, lightning, necrotic, poison, thunder
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, stunned
Senses truesight 60 ft., passive Perception 20
Languages all
Challenge 30 (155, 000 XP)


Legendary Resistance (5/Day). If Mary Sue fails a saving throw, she can choose to succeed instead.

Charming Presence. Mary Sue's very sight can cause euphoria (or, if reversed, repulse). All creatures who can see Mary Sue must take a DC 20 Wisdom save or be charmed for as long as she is in their sight. If they succeed on the saving throw, all creatures charmed by Mary Sue are hostile towards them.

Change Self. Mary Sue can mold herself to whatever appearance or personality she likes, usually choosing from the below forms.

Reverse Self. Mary Sue turns into the opposite of herself. All her resistances become vulnerabilities, though she keeps her immunities. Her Charming Presence has the charm effect replaced with intimidation. Her statblock is otherwise the same.

Change Gender. Mary Sue can change her gender, to attract those who are attracted to men.

Embrace Evil/Neutrality. Mary Sue's alignment changes to neutral evil or neutral.

Copy Person. Mary Sue takes some of the features of an NPC as her own. (DM's discretion to which ones she takes)

Depower Self. Mary Sue can depower herself, bringing her abilities (Strength, Dexterity etc.) down to that of a commoner. She keeps all of her features, but takes a -2 to dexterity saving throws outside of combat.

Supposed Alignment. Mary Sue's alignment is always listed as neutral good outside of Embrace Evil/Neutrality no matter what she does. Her alignment cannot be changed by outside forces in any way.

Gorgeous Voice. Mary Sue has advantage on any Charisma (Performance) check that involves singing and Charisma (Persuasion) checks.

True Names Effect. If all of Mary Sue's names are spoken during combat (These names are chosen by the DM), her AC will be reduced to 10.

Innate Spellcasting. Mary Sue's innate spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Mary Sue can cast the following spells innately, requiring no material components:

At will: resistance, mage hand, true strike, vicious mockery, shocking grasp, minor illusion, spare the dying, thaumaturgy, charm person, animal friendship, comprehend languages, alarm, find familiar, speak with animals, sleep, magic missile, colour spray, inflict wounds, purify food and drink
3/day each: arcane lock, cloud of daggers, detect thoughts, animal messenger, spiritual weapon, silence, blindness/deafness, magic weapon, remove curse, private sanctum, scrying, animate objects, greater restoration

ACTIONS

Multiattack. Mary Sue makes four attacks.

Lasso. Melee Weapon Attack +14 to hit, reach 10 ft., one creature. Hit: The target is restrained. Once per turn, a restrained creature can attempt a DC 15 Dexterity check to try and break free as an action. The lasso can only restrain one creature at a time.

Whip. Melee Weapon Attack +14 to hit, reach 10 ft., one target. Hit 19 (3d6 + 10) bludgeoning damage.

Legendary Katana. Melee Weapon Attack +14 to hit, reach 5 ft., one target. Hit 26 (3d8 + 10) slashing damage plus 8 (2d8) radiant damage, or fire damage if in Embrace Evil/Neutrality form.

Legendary Bow. Ranged Weapon Attack +16 to hit, range 150/500 ft., one target. Hit 26 (3d8 + 10) piercing damage plus 8 (2d8) radiant damage, or fire damage if in Embrace Evil/Neutrality form. The area around a 15-foot circle centered on the point where the arrow landed is now on fire.

REACTIONS

Pull. If Mary Sue sees the victim of her lasso fail the saving throw to end the restraint on themselves, she can immediately pull them up to 20 feet closer to her.

LEGENDARY ACTIONS

The Mary Sue can take 4 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 Mary Sue regains spent legendary actions at the start of its turn.

Seduce. Mary Sue can give a magic kiss to anyone compatible and within 5 feet of her, with whom she has spent one week with. The target must make a DC 30 Wisdom saving throw. On a success, the target is now always immune to Seduce but must change their alignment to neutral evil. All those charmed by Mary Sue are hostile to them. On a failure, the target becomes indefinitely charmed by Mary Sue. If a PC, the target is no longer playable, as s/he joins Mary Sue forever. After one week with her, they take on the commoner statistics, and becomes her Love Interest (read: 'willing' slave and prisoner). Before this happens, the party can use a 5e SRD:Greater Restoration''greater restoration'' spell to end the charm.

Invoke Sympathy. Ignoring her immunities, Mary Sue can afflict herself with a condition to invoke sympathy. She cannot die from this condition. Anyone who sees her in this state must make a DC 17 Wisdom saving throw. On a failed save, they are charmed and will do any one task for Mary Sue. The charm effect ends when the task is done.

Predict Future. Mary Sue dodges the next 1d4 + 2 attacks.

Summon Magical Item. Mary Sue summons either up to four common or uncommon magic items, or one rare or very rare magic item. The item disappears after it is used once.

LAIR

Lair Actions

Mary Sue can use these actions on initiative count 20, losing initiative ties.

The target (always a PC) must succeed on a DC 25 Charisma saving throw. On a failure, you must change your PC's alignment and roll new character traits for them (personality traits, ideals, bonds, flaws).

Mary Sue chooses up to 10 characters within her sight to inflict with despair. Roll on the Shadowfell Despair table in the DMG to determine the effects.

Mary Sue brings one PC's statblock down to that of a commoner for the duration of the fight against her.

Mary Sue can change her Love Interest as if using the disguise self spell on them. However, the effect is not an illusion, and lasts indefinitely. Mary Sue can also change her Love Interest's personality during this time.

Lair Effects

Mary Sue's very presence can cause several strange things happening in a 10-mile area around her lair.

Strange happenings in the area almost invariably involve her. If they don't, they eventually will.

All natural areas are pristine, but uncannily so.

All beasts in the area that are considered unaligned are charmed by her

Mary Sue can use control weather at any point in the area.

Mary Sue is a truly divine being. The title of Mary Sue is passed down from generation to generation, but all Sues have one thing in common- they are completely untouchable... or so they like to claim. If a group of adventurers are determined or clever enough, they may just have a chance of taking down the Mary Sue the hard way, or they can find the Sue's many, many true names, and invoke them all in quick succession at her. This is fabled to remove her impermeable plot armor. No adventurer can claim to have done the latter yet, due to the sheer number of names most Mary Sues have.


Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: