Lord of Change (5e Creature)
Lord of Change
Huge fiend (demon), chaotic evil Armor Class 22 (natural armor)
Saving Throws Int +15, Wis +15, Cha +16 Legendary Resistance (3/Day). If the daemon fails a saving throw, it can choose to succeed instead. Magic Resistance. The daemon has advantage on saving throws against spells and other magical effects. Warp Field. The daemon bends time and space into a shield around itself, giving it an AC of 22 and causing all damage from attacks outside of 5 feet to be halved. Spellcasting. The daemon is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 26, +16 to hit with spell attacks). The daemon knows the following sorcerer spells: Cantrips (at will): acid splash, chill touch, fire bolt, message Sculpter of Flesh. Tzeentch has so warped his minions that they may choose to automatically succeed or fail on any saving throws against the polymorph and true polymorph spells, if it fails the roll the daemon chooses what form it takes within the spells limits. Master of Magic. The daemon has 25 sorcery points, which is used to fuel its Metamagic. The daemon regains all spent sorcery points when it finishes a long rest. Metamagic. The daemon knows all Metamagic options from the sorcerer class. The Staff of Tzeentch. Wields a stage four Staff of Tzeentch. Spell Thief. When the daemon successfully negates the effect of a spell, it can make a DC 25 Intelligence (Arcana) check. On a successful check, the daemon steals the spell with its Staff of Tzeentch and can cast it once on a later action, using 1 charge per lvl of the spell. ACTIONSMultiattack. The daemon can use its Frightful Presence. Then makes either one weapon attack and casts a spell or casts two spells, if the daemon casts two spells on the same turn, the level of the second spell it casts this way must be no higher than half of the level of the first spell it casts, rounded down (a minimum of 1st). Alternately, instead of taking two actions, the daemon may instead take the Beacon of Sorcery action. Frightful Presence. Each creature of the daemon's choice that is within 120 feet of the daemon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the daemon's Frightful Presence for the next 24 hours. The Staff of Tzeentch. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 10) bludgeoning damage. This is a magic weapon attack. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (1d10 + 10) piercing damage. Beacon of Sorcery (1/Day). Until the start of the daemon's next turn, when a creature friendly to the daemon within 50 feet of the daemon would normally roll one or more dice for a spell that deals damage or restores hit points, it can instead use the highest number possible for each die. REACTIONSCounterspell. The daemon uses a counter spell from The Staff of Tzeentch. LEGENDARY ACTIONSThe daemon 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 daemon regains spent legendary actions at the start of its turn. Chaotic Surge. The daemon rolls a d100 twice, and takes either of the two rolls for the Wild Surge table from sorcerer's Wild Magic archetype. |
Kairos Fateweaver can see the past and the future, and uses this ability to twist destiny to suit his own malevolent purposes. This twin-headed terror is a master of magic, able to transform foes into tentacle-ridden Chaos Spawn, or incinerate them with multicoloured blasts of fire. He is the Oracle of Tzeentch, and wherever he goes, change is sure to follow. The greatest of Tzeentch’s daemons, the Lords of Change shimmer with raw magic. With a flick of its claw, a Lord of Change can hurl foes into nightmares, or blast enemies with the wyrdfires of Tzeentch. Such canny creatures can steal opponents’ spells for their own use, or send mutating rays from their rod of sorcery to destroy entire enemy formations. |
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