Legendary Resistance (3/Day): If the dungeon master fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity: Unless it wishes to be affected, the dungeon master is immune to spells of 4th level or lower. It has advantage on saving throws against all other spells and magical effects.
Shapechanger: The dungeon master can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is carrying or wearing isn't transformed with it. It reverts to its true form if it dies.
Regeneration: The dungeon master regains 20 hit points at the start of its turn.
Multiattack: The dungeon master uses its negate ability; it then makes 4 attacks with its weapons of creation.
Negate: The dungeon master touches a creature. The target must succeed a DC 24 Constitution saving throw or lose the ability to use any feats they may have taken, class abilities, or racial features (the dungeon master chooses before the target makes their save). The target may remake this save at the end of each of their turns, regaining their abilities on a success.
Spellslinger: The dungeon master is capable of casting any spell, and may do so by surrendering 2 of its weapon of creation attacks. It may only cast a single spell once per encounter.
Weapons Of Creation.: As a bonus action, the dungeon master can bring to its side 2 magical weapons which hover in a space within 10 feet of them. These weapons take the form of whatever weapons the dungeon master wishes, have an endless supply of ammunition, and deal three additional dice of damage than their counterparts as listed in the player's handbook. During its turn, the dungeon master can move each of these weapons up to 30 feet. The dungeon master may use its bonus action to change ether of the weapons.
Flow Of Fate: By using one of its legendary actions, the dungeon master can force a target (including itself) to re-roll any roll they just made and choose which roll is used. If the target uses luck after the dungeon master has forced them to re-roll, they use their luck roll instead. If they use it before the dungeon master forces the re-roll, the dungeon master decides which is used. This ability can only be used once on a single roll.
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 DM regains spent legendary actions at the start of its turn.
Cantrip: The dungeon master casts a cantrip.
Clense: The dungoen master removes any one status effecting it.
Magic Missile Barrage: The dungeon master unleashes a 3rd level magic missile spell.
Monster Manual (Costs 3 Actions): The dungeon master flips through their tome of monsters, selecting one to aid it in battle. Any creature of CR 13 or below can be summoned and is brought into existence at any unoccupied space the dungeon master can see within 120 feet of them. The creature rolls their own initiative. Once this ability has been used it cannot be used again until the creature summoned has died or the DM has removed it from play (a free action for them to do so.
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