Omnipresent. The dungeon master can breath, move and speak unimpeded in any natural environment.
Shapechanger. As a free action the dungeon master can change its appearance to that of any other creature though its abilities, statistics and hit points remain unchanged.
Summon Minions (5/day). As an action the dungeon master summons monsters of a combined CR of no more than 10. These minions act independently of the dungeon master, but follow its will as long as the dungeon master is not incapacitated. If the dungeon master becomes incapacitated its minions view all creatures other than themselves as hostile and act accordingly.
Erase Rules (3/Day): The dungeon master uses it's action to remove one spell (level 5 or lower) or class feature or racial ability from the world until the next dawn. No creature/character can use that spell or benefit from the ability while it has been erased. Class features which appear in the class levelling table (e.g. Rogue's sneak attack) are immune to being erased.
Legendary Resistance (5/Day). If the dungeon master fails a saving throw, it can choose to succeed instead.
Spellcasting. The dungeon master is a 20-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +15 to hit with spell attacks). The dungeon master has following spells prepared:
Cantrips (at will): chill touch, spare the dying, vicious mockery
1st level (4 slots): healing word, command, feather fall
2nd level (3 slots): alter self, calm emotions, misty step
3rd level (3 slots): bestow curse, slow, haste
4th level (3 slots): banishment, greater invisibility, fire shield
5th level (3 slots): wall of force, telekinesis, animate objects
6th level (2 slots): disintegrate, guards and wards
7th level (2 slots): reverse gravity, teleport
8th level (1 slots): illusory dragon, antimagic field
9th level (1 slots): meteor swarm
Multiattack. The dungeon master makes two swash attacks or uses its DMs Ire.
Swash. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. The target must make a DC 20 Strength saving throw, on a failure the creature is grappled and knocked prone. No more than two creatures can be grappled in this way at a time.
DMs Ire. The dungeon master targets one creature that it can see within 500ft of it. Rock appear and fall on top of the target dealing 47 (5d10 + 20). The target must make a DC 20 Dexterity saving throw, on a failure the creature is buried becoming blinded and restrained by the rocks, on a success the creature takes half damage and is not buried. Buried creatures may use an action to free itself by making a DC 20 Strength (Athletics) check on their turn. Another creature may free the buried creature by succeeding on a DC 15 Strength (Athletics) check.
Blink. When the dungeon master is hit by an attack it can use its reaction to teleport up to 10 feet away causing the attack to miss. The dungeon master cannot use this ability if its movement speed is 0, creatures grappled to or by the dungeon master are transported with it.
The dungeon master 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 dungeon master regains spent legendary actions at the start of its turn.
Swash. The dungeon master makes one swash attack.
Command. The dungeon master gives an action to one of its summoned minions which that minion uses immediately.
Cast cantrip. The dungeon master casts a cantrip.
Cast spell (Costs 2 Actions). The dungeon master can cast a spell using a spell slot as normal.
Description
The dungeon master is an enormous human with god-like abilities.
Lair and Lair Actions
A dungeon master will make its lair anywhere protected from the elements where food and drink are plentiful, such as a small shack in a bountiful forest, an abandoned farmhouse, a ruined castle, or a well maintained dungeon. Dungeon masters will decorate their lair to suit a particular theme which will agree with their choice of minion. e.g. a dungeon master who prefers to summon undead will decorate their lair with bones, mangled corpses, and pools of blood, whereas a dungeon master who prefers to summon fey creatures will decorate with exotic trees, multi-coloured grasses and thorny vines.
Lair Actions
On initiative count 20 (losing initiative ties), the dungeon master takes a lair action to cause one of the following effects; the dungeon master can’t use the same effect two rounds in a row. Each effect ends at the next initiative count 20:
- Blinding light: The dungeon master emits a dazzling glow in a 120 ft radius around it. All creatures, except the dungeon master, in the area must succeed on a DC 15 Constitution saving throw or be blinded.
- Absorb minion: The dungeon master chooses one of its minion creatures within 120 feet of it, the creature is disintegrated and the dungeon master heals hit points equal to those of the destroyed minion.
- Fantasy realm: One creature the dungeon master can see within 120 feet of it must succeed on a DC 15 Intelligence saving throw or their mind is filled with the delusion that they are just imaginary beings in a fictional fantasy realm. The affected creature cannot attack or cast spells until the effect ends.
- Mind swap: Two creatures of the dungeon master's choice swap minds, if both are player characters, those players swap character sheets. If one is controlled by the DM, the DM takes control of the player's character and gives control of the other creature along with all its creature statistics to the player. Creatures hostile to the dungeon master can make a DC 15 Wisdom saving throw to resist the swap.
Regional Effects
The region containing a legendary dungeon master’s lair is warped by its magic, which creates one or more of the following effects:
- Whenever a creature sleeps or enters a state of trance or reverie within 6 miles of the dungeon masters lair, the dungeon master can establish telepathic contact and manipulate the creature's dreams. Creatures with a passive Insight greater than 20 know their dreams were being manipulated upon waking.
- Natural hazards/barriers spontaneously form, and doors randomly lock themselves within 6 miles of the dungeon masters lair.
- Mist, clouds, flames, and water within 6 miles of the dungeon master's lair spontaneously form into arrows, maps, or other directional guides leading towards the dungeon master's lair.
If the dungeon master dies, these effects fade over the course of 1d4 days.
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Posted Jan 10, 2020out of all the dungeons master stat blocks I like this one the most!