Megoi Armor Master (5e Creature)

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Megoi Armor Master[edit]

Large monstrosity (megoi), neutral

Armor Class 31 (Arcanetarakk armor, A3)
Hit Points 351 (26d10 + 208)
Speed 50 ft., climb 40 ft.

28 (+9) 18 (+4) 27 (+8) 19 (+4) 18 (+4) 25 (+7)

Saving Throws Str =yes, Con =yes, Int +11, Cha +14
Skills Arcana +11, Athletics +14, Intimidation +14, Perception +11
Damage Resistances cold, fire, force, necrotic
Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities petrified, poisoned
Senses truesight 30 ft., passive Perception 21
Languages Armoric, Arcane, Common, Megoi, Primordial
Challenge 23 (50,000 XP)

Relentless (1/day). If the megoi takes 52 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Regeneration. The Megoi regains 32 hit points at the start of its turn. If it is affected by power word kill, it is not killed, and it instead regains only 16 hit points at the start of it's next turn. The Megoi dies only if it takes 30 or more lightning damage or 40 or more acid damage while it has 0 hit points. While it has 0 hit points, the Megoi's speed is halved and it has disadvantage on attack rolls. Also, a megoi at 0 hit points only regenerates 14 hit points.

Magic Weapons. The megoi's weapon attacks are magical. When the megoi hits with a two-handed weapon while wearing armor, the weapon deals an extra die of damage (included in the attack).

Legendary Resistance (4/day). If the megoi fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The megoi is immune to all spells of 5th level and lower unless it wants to be affected. It has advantage on saving throws against all other spells and magical effetcs.


Multiattack. The megoi makes two attacks; a maul attack and a longbow attack, then uses Armor if it is available. Alternatively, it makes three attacks with it's metal hooks.

Maul. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (5d6 + 9) bludgeoning damage.

Metal Hook. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage.

Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Scar (recharge 5-6). The megoi scars a creature within 15 feet with a metal hook. The creature must make a DC 23 Constitution saving throw. On a failed save, the creature takes 70 (20d6) slashing damage, or half damage on a successful save.

Armor (recharge 1d8). The megoi adds 4 (1d8) to it's AC. This effect lasts 1 minute.


Parry. The megoi adds 7 to it's AC against one melee attack that would hit it. To do so, the megoi must see the attacker and be wielding a melee weapon.


The megoi can take 5 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 megoi regains spent legendary actions at the start of its turn.

Attack. The megoi makes a weapon attack.

Armor (costs 3 actions). The megoi recharges Armor and uses it.

Swift Slice (costs 5 actions). The megoi recharges Scar and uses it.

These megoi are very powerful beings who run armories and craft powerful armor of Arcanetarakk. These megoi also possess A3 Arcanetarakk armor, which is one of the most powerful types of armor in existence.

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