Megoi Super Heavy Elite (5e Creature)

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Megoi Super Heavy Elite[edit]

Large monstrosity (megoi), neutral


Armor Class 20 (plate, shield)
Hit Points 362 (29d10 + 203)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
27 (+8) 22 (+6) 24 (+7) 21 (+5) 19 (+4) 27 (+8)

Saving Throws Str +16, Dex +14, Con +15
Skills Athletics +24, Intimidation +16, Perception +12, Stealth +14
Proficiency Bonus +8
Damage Resistances acid, cold, fire, force, radiant; damage from magic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities petrified, poisoned
Senses passive Perception 22
Languages Common, Draconic, Megoi, Primordial
Challenge 27 (105,000 XP)


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

Regeneration. The megoi regains 10 hit points at the start of its turn. If the megoi takes acid or lightning damage, this trait doesn't function at the start of the megoi's next turn. The megoi dies only if it starts its turn with 0 hit points and doesn't regenerate.

Spellcasting. The megoi is an 18th level spellcaster. It's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The megoi can cast any spell of the appropriate level using it's spell slots, and has 4 1st-level slots, 3 2nd-level, 3rd-level, and 4th-level slots, 3 5th-level slots, and 1 slot each of 6th, 7th, 8th, and 9th levels.

Weapon Master. The megoi deals 2 extra dice of damage when it hits with a melee weapon (included in the attack).

Legendary Reaistance. The default description would appear here.

ACTIONS

Multiattack. The megoi makes three weapon attacks: two with its battleaxe and one with its shield bash.

Battleaxe. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) slashing damage.

Shield Bash. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (4d4 + 8) bludgeoning damage and the target must succeed on a DC 24 Strength saving throw or be knocked prone.


LEGENDARY ACTIONS

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

Attack. The megoi makes a weapon attack.
Magic Blow (Costs 2 Actions). The megoi blasts energy in a 30-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 31 (7d8) force damage on a failed save, or half as mush damage on a successful one.

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