Legendary Resistance (5/Day). If Sauron fails a saving throw, he can choose to succeed instead.
True Form Revealed (Mythic Trait; Recharges after a Short or Long Rest). When Sauron is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, the damage destroys his armor, revealing his true form. Sauron has no real physical form but is only made from shadow and flame. While in this form his AC is 19 and he gains 300 temporary hit points. His new form cannot utilize any weapons or his Spell Absorption ability, but he is immune to all conditions and retains his normal damage resistances and immunities. If he finishes a long rest, he recovers his power and regains his armor and hit points. Sauron's form is destroyed when reduced to 0 hit points as The Ring falls to the ground.
Discorporation. When Sauron drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the land of Mordor, and he is unable to take physical form for a time.
The Lord of The Rings. While Sauron bears The One Ring he has advantage on Constitution saving throws that he makes to maintain his concentration on a spell, he also has advantage on all ability checks he makes. Sauron knows the location and bearer of each other ring of power while they are being used, additionally whenever a another creature uses a ring of power it must make a DC 27 Wisdom saving throw or be dominated by the power of the ruling ring.
Limited Magic Immunity. Sauron is immune to spells of 5th level or lower, unless he wishes to be affected. He has advantage on saving throws against all other spells.
Death Throes. When Sauron dies, he explodes, and each creature within 30 ft. of him must make a DC 27 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one.
Freedom of Movement: Sauron ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege. Sauron's attacks deal double damage to objects and structures.
Regeneration. Sauron's physical form is in a constant state of reforming itself. Regaining 50 hit points at the start of his turn.
Fire Aura. At the start of each of Sauron's turns, each creature within 5 feet of him takes 11 (2d10) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Sauron or hits him with a melee attack while within 5 feet of him takes 11 (2d10) fire damage.
Mastery of Form. Sauron is immune to any spell or effect that would alter his form, unless he chooses to be affected. Additionally whenever Sauron changes form either through a spell or some other magical effect he retains his alignment, personality, and Intelligence, Wisdom, and Charisma scores. He also retains all of his skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has any legendary actions, he can use them.
Spell Casting. Sauron is a 20th level spell caster, Sauron's spellcasting ability is Charisma(spell save DC 27, +19 to hit with spell attacks or DC 25 While in Shadow Form). Sauron can cast the following spells requiring no material components.
While in Mordor Sauron can cast the following spells at will: control weather, earthquake
At will: alter self, detect magic, disguise self, enlarge/reduce, identify, locate object, fear, sending
Cantrips (at will): control flames, eldritch blast, fire bolt, mage hand, mending, prestidigitation
1st Level (at will): charm person, disguise self, dissonant whispers, false life, find familiar, hex, shield, thunderwave, witch bolt
2nd Level (at will): darkness, detect thoughts, flaming sphere, hold person, invisibility, phantasmal force, mirror image, misty step, suggestion
3rd Level (at will): animate dead, bestow curse, counterspell, dispel magic, fireball, haste, lightning bolt magic circle, slow, thunder step
4th Level (5 slots): banishment, blight, charm monster, dimension door, dominate beast, greater invisibility, locate creature, polymorph, wall of fire
5th Level (4 slots): cloudkill, contact other plane, dominate person, dream, hold monster, immolation, negative energy flood, summon draconic spirit, telekinesis
6th Level (4 slots): arcane gate, circle of death, create undead, disintegrate, eyebite, globe of invulnerability, instant summons, mass suggestion
7th Level (3 slots): finger of death, fire storm, forcecage, plane shift, power word pain, project image, symbol, teleport
8th Level (3 slots): abi-dalzim’s Horrid Wilting, control weather, dominate monster, earthquake, feeblemind, glibness, power word stun, maze
9th Level (3 slots): blade of disaster, gate, meteor swarm, power word kill, shapechange, storm of Vengeance, true polymorph, weird
Multiattack. Sauron uses his frightful presence. He can then make three weapon attacks. While in his shadow form Sauron can make three shadow tendril attacks instead.
Claw (Sauron Form). Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 21 (6d6) fire damage.
Mace of Destruction (Sauron Form). Melee Weapon Attack: +19 to hit, reach 5 ft., 15 ft. cone. Hit: 21 (2d10 + 10) bludgeoning damage plus 18 (4d8) force damage and the target must make a DC 23 strength saving throw or is pushed up to 15 ft. back from Sauron on a failed save if it is Large or Smaller.
Greatsword of the Cursed Form (Sauron Form). Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 31 (6d6 +10) slashing damage plus 18 (4d8) necrotic damage and the target must make a DC 21 constitution saving throw or gain 1 level of exhaustion. These levels of exhaustion cannot be reduced by a long rest.
Swing Attack (Sauron Form). Sauron swings his massive mace in a 10 ft. radius semi-cycle in front of him. Each creature in that area area must make a DC 27 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much on a successful one. On a failed save the creature is also thrown 30 ft. back from its original position and knocked prone.
Frightful Presence. Each creature of Sauron's choice that is within 120 feet of him and is aware of him must succeed on a DC 27 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 Sauron's Frightful Presence for the next 24 hours.
Shapechanger. While not in direct sunlight Sauron can use his action and choose to polymorph into Annatar, The Lord of Gifts, Gorthaur, The Cruel, or Wolf-Sauron. Sauron assumes the hit points of its new form, and when it reverts to its normal form, Sauron returns to the number of hit points it had before it transformed -150. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. Once one of these forms are destroyed Sauron cannot take that form again for 1d10x100 years.
Master of Sorcery and Magic (1/seven days). Sauron conjures his knowledge of sorcery and dark magic creating a terrible storm of raw power. Sauron creates 6 bolts of power, each bolt strikes a creature within 120 ft. of him. Each creature must make a DC 27 Constitution Saving throw for each bolt hitting them, taking 39 (6d12) lightning damage and 39 (6d12) force damage, or half as much on a success. A creature who fails this saving throw by 5 or more is stunned until the end of Sauron's next turn. When Sauron uses this ability he cannot cast spells for 1d4 rounds and must make a DC 25 Concentration check for any spells he is concentrating on.
Shadow Tendril (Shadow Form Only). Melee Weapon Attack: +17 to hit, reach 15 ft., one target Hit: 28 (4d8 + 10) necrotic damage and the target is grappled (DC 23) Athletics or Acrobatics check to escape. While grappled in this way a creature is also restrained and at the start of their turns they take 11 (2d10) necrotic damage. A creature damaged by this attack has its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Draining Shadow (Shadow Form Only, Recharge 4-6). Each creature in a 30 ft. cone must make a DC 25 Constitution saving throw taking 45 (10d8) necrotic damage on a failure or half as much on a success. Each creature damaged by this effect has its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
War Magic. When Sauron uses his action to cast a spell, he can use his bonus action to make a weapon attack.
Spell Absorption (Recharge 5-6). Whenever Sauron is targeted by a spell that only targets him, he can try to absorb the spell using his armor. Roll a d20 on a 11+ Sauron's armor absorbs the spell and uses it's power to increase it's own strength. Until the end of his next turn Sauron gains a bonus to his AC equal to half the absorbed spell level, rounded down, on a failure the armor fails and the spell continues normally.
Sauron can take 5 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. Sauron regains spent legendary actions at the start of his turn.
Move. Sauron moves up to his full movement speed.
Cantrip. Sauron cast a cantrip.
Attack. Sauron makes a melee attack.
Cast Spell (Costs 2 Actions). Sauron casts a spell from his list of prepared spells, using a spell slot as normal.
I See You (Costs 2 Actions). As a flame awaken in his dead eyes, up too 3 creatures of Sauron's choice within 60 ft. of him and can see him must make a DC 27 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much on a successful one. On a failed save creatures also see a lidless burning eye appear in front of them and can hear Sauron say "I see you", a creature who sees the eye becomes frightened for one minute. While frightened in this way a creature is also stunned. A frightened creature can repeat this saving throw at the end of each of its turns ending the effect on a success. A creature that succeeds on this saving throw is immune to this ability for 24 hours.
If Sauron’s mythic trait is active, he can use the options below as legendary actions for one hour after using The One Ring Trait.
Shadow Shift. Sauron magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see that is in dim or lower lighting.
Draining Shadow (Costs 2 Actions). Sauron can either use or recharge his Draining Shadow ability.
Grasping Shadow (Costs 3 Actions). Sauron makes three Shadow Tendril attacks.
Flaming Iris (Costs 5 Actions). Sauron ignites his form, the edges of his drifting shadow turning into a roaring flame causing his form to appear like a great eye wreathed in flame. When this happens each creature within 120 ft. of Sauron that can see him must make a DC 25 Wisdom saving throw or become frightened of him for 1 minute, a creature that fails this saving throw can repeat the save at the end of their turn ending the effect on a success. When this happens and at the start of Sauron's turn each creature within 30 ft. of him must make a DC 25 Dexterity saving throw taking 44 (8d10) fire damage on a failure, or half as much on a success. This effect lasts for 1 minute or until Sauron's concentration is broken as if concentrating on a spell. Once used this Mythic action can't be used again for seven days.
Description
He is the Dark Lord, The Lord of The Rings. He is the greatest of the Maiar and the greatest and most loyal of Melkor's servants. With The One Ring once again in his grasp he has regained his full might and stands ready to lunch his assault upon Middle-Earth. No one will stand against him, and he will cover the whole of Arda in shadow.
Titles: Abhorred, Sauron the Great, Lord of Wolves, Lord of Gifts, the Deceiver, Dark Lord, Lord of Mordor, Lord of Barad-dûr, Lord of the Earth, Lord of the Rings, King of Kings, Base Master of Treachery, Ring-maker
"Now Sauron's lust and pride increased, until he knew no bounds, and he determined to make himself master of all things in Middle-earth, and to destroy the Elves, and to compass if he might, the downfall of Númenor. He brooked no freedom nor any rivalry, and he named himself Lord of the Earth. A mask he still could wear so that if he wished he might deceive the eyes of Men, seeming to them wise and fair. But he ruled rather by force and fear, if they might avail; and those who perceived his shadow spreading over the world called him the Dark Lord and named him the Enemy; and he gathered under his government all the evil things of the days of Morgoth that remained on earth or beneath it, and the Orcs were at his command and multiplied like flies."—
"If it [the Ring] is destroyed, then he will fall, and his fall will be so low that none can foresee his arising ever again. For he will lose the best part of the strength that was native to him in his beginning, and all that was made or begun with that power will crumble, and he will be maimed for ever, becoming a mere spirit of malice that gnaws itself in the shadows, but cannot again grow or take shape. And so a great evil of this world will be removed."
—The Return of the King, "The Last Debate"
Sauron (Quenya; saʊron] ), the eponymous Lord of the Rings, was the greatest subversive Maia, the maker of the One Ring, renowned student of the Vala Aulë, and the most trusted lieutenant of Morgoth. After Morgoth's ousting by the Valar, Sauron became the second Dark Lord and sought to conquer Middle-earth and even Númenor through guileful trickery - the chief representation of which were the Rings of Power - or overwhelming legions.
At the end of the Second Age, Sauron was defeated in the War of the Last Alliance of Elves and Men united under Gil-galad and Elendil. In the final battle, Isildur managed to cut the One Ring from him, dismantling Sauron's corporeal form and ridding him of much of his power. After centuries lying dormant, rebuilding strength and stirring awake evil things, Sauron returned to power late in the Third Age.
Lair and Lair Actions
Barad-dur the great fortress of Sauron held together by dark magic this mighty fortress lies in the very heart of Mordor, built close to the base of Mount Doom Sauron commands his vast legions from the top of it's tall dark tower.
Lair Actions
On initiative count 20(losing initiative ties), Sauron takes a lair action to cause one of the following effects; Sauron can’t use the same effect two rounds in a row:
- The ground begins to heat and break, all the ground within 60 ft. of him is now considered difficult terrain for other creatures, additionally every 10 feet a creature moves across this ground cause them to takes 4d6 fire damage.
- Sauron's power surges igniting his armor and weapons, until the end of his next turn all his melee attacks deal an additional 4d10 fire damage and whenever a creatures hit's him with a melee attack while within 5 ft. of Sauron that creature takes 5 (1d10) fire damage and is set on fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
- Sauron releases a wave of red crackling energy all other creatures of Sauron's choice within 120 feet of him lose any damage resistance's they have until the initiative count 20 of the next round.
Regional Effects
The region containing Sauron's lair is a desolate waste land, which creates one or more of the following effects:
- The sky is darkened by storms of Sauron's making there is no natural sunlight in all of Mordor. No spell or effect not cast by Sauron can change or alter the weather in Mordor unless he chooses to allow it.
- The very air is a poisonous fume, at the end of of each day all non-indigenous creatures must make a DC 10 constitution saving throw or become poisoned, a creature may repeat this saving throw at the end of each day ending the effect on a success.
- Small and large earthquakes are common within Mordor.
If Sauron dies, these effects fade over the course of 1d10 years.
Previous Versions
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