Master of Demon Mountain (Midgard Version)
Creature Codex (3pp)
- Tamaño
- Mediano
- Tipo
- humanoid (tiefling)
- Alineamiento
- legal malvado
- CA
- 14 (17 with mage armor)
- Puntos de golpe
- 110 (20d8+20)
- Velocidad
- walk 30 ft.
- Salvaciones
- Dex +10, Con +7, Wis +8, Cha +9
- Habilidades
- Arcana +12, Deception +9, History +12, Intimidation +9
- Resistencias
- fire
- Sentidos
- darkvision 60 ft.
- Percepción pasiva
- 12
- Idiomas
- Common, Abyssal, Infernal
- Desafío
- 17
Rasgos
Legendary Resistance (3/Day)
If the Master fails a saving throw, he can choose to succeed instead.
recharge
3/DAY
Magic Resistance
The Master has advantage on saving throws against spells and other magical effects.
Master of Fiends
Fiends summoned by the Master's Summon Fiend share a telepathic link with him, are under his control, and can't summon other demons or devils. A fiend remains until it or the Master dies or until the Master dismisses it as a bonus action. The total CR of the fiends under the Master's control can't exceed 16, otherwise the Master can summon any number or combination of fiends. Any fiends the Master attempts to summon in excess of this limit aren't summoned.
Spellcasting
The master of demon mountain (midgard version) is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The master of demon mountain (midgard version) has the following Wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, message, poison spray
- 1st level (4 slots): fog cloud, land bond*, mage armor, magic missile, shield
- 2nd level (3 slots): acid arrow, ley disruption*, mirror image
- 3rd level (3 slots): counterspell, ley energy bolt, ley sense, stinking cloud
- 4th level (3 slots): banishment, ray of life suppression*
- 5th level (3 slots): contact other plane, dominate person, ley leech*, seeming
- 6th level (2 slots): arcane gate, ley whip*
- 7th level (2 slots): mirage arcane, plane shift
- 8th level (1 slots): disruptive aura*, dominate monster
- 9th level (1 slots): ley storm, ley surge
Acciones
Master's Knife
Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 14 (4d6) fire damage.
Summon Fiend (Recharge 6)
The Master summons 2d4 wind demons (see page 93), 1d4 wind's harp devils (see page 105), 1d2 vrocks, 1d2 chain devils, or 1 fulad-zereh (see page 85) with no chance of failure. A summoned fiend appears in an unoccupied space within 60 feet of the Master and acts immediately and on the Master's initiative.
recharge
D6
Acciones legendarias
Legendary Actions (4/Turn)
The humanoid (tiefling) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (tiefling) regains spent legendary actions at the start of its turn.
recharge
4/TURN
Options
The Master of Demon Mountain 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 Master of Demon Mountain regains spent legendary actions at the start of his turn.
Detect
The Master makes a Wisdom (Perception) check.
Teleport (Costs 2 Actions)
The Master magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Cast a Spell (Costs 3 Actions)
The Master casts a spell from his list of prepared spells, using a spell slot as normal.
Conjuros
fire bolt, light, mage hand, message, poison spray, fog cloud, land bond, mage armor, magic missile, shield, acid arrow, ley disruption, mirror image, counterspell, ley energy bolt, ley sense, stinking cloud, banishment, ray of life suppression, contact other plane, dominate person, ley leech, seeming, arcane gate, ley whip, mirage arcane, plane shift, disruptive aura, dominate monster, ley storm, ley surge
Espacios de conjuro
0, 4, 3, 3, 3, 3, 2, 2, 1, 1