The Tactician of Sloth (5e Creature)

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The Tactician of Sloth[edit]

Huge monstrosity, neutral evil

Armor Class 18 (natural armor)
Hit Points 116 (8d12 + 64)
Speed 5 ft

17 (+3) 8 (-1) 26 (+8) 21 (+5) 20 (+5) 14 (+2)

Saving Throws Con +11, Int +9
Skills investigation +8, history +8, insight +8 , persuasion +5, deception +5
Damage Resistances fire, cold
Condition Immunities grappled, paralyzed, prone, restrained, stunned, unconcious
Senses passive Perception 15
Languages common, dwarvish, giant, orc, worg
Challenge 7 (2,900 XP)

Legendary Resistance. Can choose to succeed up to 2 saves per long rest.

Aura of Sloth. All creatures capable of sleeping within 120ft of The Tactician of Sloth and can see or hear him must a DC14 constitution saving throw at the beginning of every one of their turns every fail adds one fail causing the following effects. After 1 fail the creature is physically tired and gets disadvantage on strength and dexterity based saves, checks, and attacks. After 2 fails the creature is mentally tired and is at disadvantage for any saves, checks, or attacks based on intelligence, wisdom, charisma, and concentration. After 3 fails the creature falls asleep and counts as unconscious. Fails will reset to zero if the creature takes damage or an action is used to wake them up.

Boon of Sloth. The Tactician of Sloth regains blubber and gains 10 temporary hit points every turn as long as he does not choose to use movement speed and if he does he must succeed a DC20 wisdom save to get the resolve to move. This same laziness causes the Tactician of Sloth to automatically fail any dexterity based saving throws.

Immovable Blob. The Tactician of Sloth is immune to any ability or spell that forces movement or pushes him from his current spot. This also adds condition immunities as outlined in immunities.

Armor of Fat. The Tactician of Sloth's fat blocks 3 damage from every source of piercing, bludgeoning, or slashing damage.

Mighty Summoner. All summoned creatures' attacks are considered magical and are summoned with an additional 2 health per hit die.

To Stone. Once per long rest The Tactician of Sloth can choose one creature that it can see and cast Flesh to Stone on it with a DC of 13 to simulate the most extreme form of sloth.

Spellcasting. The Tactician of Sloth is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Tactician of Sloth has the following wizard spells prepared:

Cantrips (at will): Mage Hand, Message, Mold Earth, Ray of Frost, Shocking Grasp

1st level (4 slots): Absorb Elements, Magic Missile, Sleep, Unseen Servant, Find Familiar

2nd level (3 slots): Misty Step, Ray of Enfeeblement, Spike Growth, Spiritual Weapon

3rd level (3 slots): Conjure Animals (prefers Giant Sloth ), Counterspell, Slow, Tiny Hut, Summon Undead Spirit

4th level (2 slots): Faithful Hound, Summon Elemental, Dimension Door


Multi Attack. The Tactician of Sloth can make 2 Slap of Fat attacks per turn.

Slap of Fat. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target makes a DC 14 strength save to avoid being knocked prone and restrained. The save can be remade as action by the target or anyone within 5 feet of them to move the fat off and end the restrained effect. Only up to 2 creatures can be restrained by this effect at a time.


Encompassing Fat. When The Tactician of Sloth is hit by a melee weapon attack it can use its reaction to force a DC16 strength save to avoid having the weapon stuck in its fat. This causes the weapon to be unusable. If this happens to an unarmed strike attack the hand is stuck and the attacking creature counts a grappled. The save can be remade as an action by the creature or anyone within 5 feet of them.


The Tactician of Sloth can take 2 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 Tactician of Sloth regains spent legendary actions at the start of its turn.

Yawn. The Tactician of Sloth chooses one creature who can hear or see it within 30 feet to make a DC 16 wisdom save or be put to sleep.

Loaf Around (costs 2 Actions). The Tactician of Sloth forces up to 3 creatures to make DC 12 wisdom saves. On a fail the target wastes their next turn doing nothing and can not use reactions until the end of that turn either.

The Tactician of Sloth is thought to have been a normal man at one point but somewhere along the line he obtained the power of sloth and has since become something that can no longer be called human. It is also said he has not moved in over 10 years to the point where many think it is simply no longer possible.

He will often be sleeping when not making strategic decisions and if he feels he is in danger he will summon his faithful hound to protect him and alert him if enemies approach. His personal soldiers are only undead or constructs as he has found they are the only creatures who will not fall asleep from his presence.

Any task that requires movement will be done by either summoned servants like his familiar or mage hand or one of his many other servants to limit the amount of work he has to do as much as possible. He prefers not to fight but rather plan for his soldiers and only fights when he feels he can win or the alterative is to physically run.

He moves by taking over forts and making it his new base and then after planning out the next attack he amasses his army to carry him to the next invasion.

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