Moon Lord (5e Creature)

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Moon Lord[edit]

Titanic monstrosity, chaotic evil


Armor Class 100 (Natural Armor)
Hit Points 4,000 (40d100)
Speed 50, 100 flying


STR DEX CON INT WIS CHA
500 (+245) () 100 (+40) () 500 (+245) () 500 (+245) () 250 (+120) () 400 (+190) ()

Saving Throws Str +50, Dex +10, Con +50, Int +50, Wis +25, Cha +40
Skills Perception +50, Stealth +20
Damage Resistances all conditions
Damage Immunities radiant; necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses blindsight 200 ft., darkvision 1,000 ft., Godlike Perception 400
Languages —All
Challenge 99 (undefined XP)


Detect All. Moon Lord can detect whenever there is a character hiding from him in a 500 foot radius.

ACTIONS

Unholy Slap. Melee Weapon Attack: +20 to hit, reach 50 ft., one target. Hit: 100 (1d100 + 10) necrotic damage.

Unholy Gaze. Spell: +20 to hit, reach 500 ft., one target. Hit: 10-100 (1d10-1od10 + 10) necrotic damage. The target creature must roll a d10, multiply that number by 10.

Unholy Claw. Melee Weapon Attack: +20 to hit, reach 50 ft., one target. Hit: 50 (5d10 + 10) necrotic damage.

Crush. The god attempts to crush its foes underneath it using its weight. All creatures in the god's space must make a DC 29 Dexterity saving throw. On a success, a creature is not crushed and moves out of the god's space to a space adjacent to the god. On a failure, a creature becomes grappled by the god (escape DC 20). While grappled in this manner, a creature is also considered prone and restrained and takes 50 (6d8 + 10) bludgeoning damage at the start of each of the god's turns. A creature is freed from this grapple when the god moves.

LEGENDARY ACTIONS

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.

Let's Try This Again Time re-winds itself to the beginning of the fight, and it can only use this attack once it is below 1/4 hp.

Clean Slate The player as to roll a d20 and roll an odd number to succeed, and if it doesn't, it explodes into a bloody pile, wiped from history forever.

Go Away! The God slaps the player out of this plane and sends them into the underdark.



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