Greater Megoi
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. Move. The megoi moves up to half of it's speed. Cantrip. The megoi casts a cantrip. When a megoi ventures out looking for adventure or power, it may come back as a greater megoi.
Armor Class 14 (17 with mage armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
Saving Throws Con +10, Int +11, Cha +14
Skills Arcana +17, Perception +10
Damage Vulnerabilities —
Damage Resistances acid, cold, fire, force, radiant;
Damage Immunities poison, psychic
Condition Immunities poisoned, stunned
Senses passive Perception 20
Languages Common, Megoi, Primordial
Challenge 19 (22.000 XP)
Actions
Reactions
Legendary Actions
⚠️ Community Homebrew Content
This content was imported from a community wiki. It has not been vetted for game balance by BubblyBards. Use at your own discretion.
Source: D&D Wiki - Greater Megoi (5e Creature)
This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.
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