Gargantuan Fiend, Chaotic Evil
Armor Class 24
Hit Points 750 (50d10 + 340)
Speed
STR
30 (+10)
DEX
22 (+6)
CON
28 (+9)
INT
28 (+9)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws CON +18, INT +18, CHA +19
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 20
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

 

Limited Magic Immunity

Sauron is immune to spells of 6th level or lower unless he chooses to be affected. He has advantage on saving throws against all other spells.

Magic Weapons

Sauron’s weapon attacks are magical.

Regeneration

Sauron regains 70 hit points at the start of his turn. This trait does not function at the start of his next turn if he took slashing damage from a magic weapon wielded by a good creature.

Spellcasting

Sauron is a 20th‑level spellcaster. His spellcasting ability is Charisma (spell save DC 26, +16 to hit with spell attacks). He requires no material components.

Cantrips (at will): Eldritch Blast, Prestidigitation

1st level (5 slots): Dissonant Whispers, False Life, Hex

2nd level (4 slots): Invisibility, Misty Step, Suggestion

3rd level (3 slots): Counterspell, Dispel Magic, Magic Circle

4th level (3 slots): Banishment, Dimension Door

5th level (3 slots): Dominate Person, Dream, Telekinesis

6th level (2 slots): Circle of Death, Mass Suggestion

7th level (2 slots): Finger of Death, Plane Shift

8th level (1 slot): Dominate Monster, Power Word Stun

9th level (1 slot): Imprisonment

Actions

Multiattack

Multiattack. Sauron makes three Mace attacks. One of the attacks can be a swing attack.

Mace. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 55 (10d6 + 5) necrotic damage.

Swing Attack (Recharge 5–6)

Sauron sweeps his mace in a 10‑foot radius semicircle. Each creature in the area must make a DC 24 Dexterity saving throw

Mace. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 77 (14d6 + 5) necrotic damage.

Bonus Actions

Change Shape. Sauron magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if Sauron is reduced to 0 hit points or if he uses a bonus action to end it.

Reactions

Sauron can take up to three reactions per round but only one per turn.

Dread Counterspell. Sauron utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.

Fell Rebuke. In response to being hit by an attack, Vecna utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.

Legendary Actions

Sauron can take 3 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.

Move

Sauron moves up to his speed without provoking opportunity attacks.

I See You (Costs 2 Actions)

Each creature within 60 ft. must make a DC 26 Wisdom saving throw, taking 6d6 psychic damage on a failed save, or half on a success. On a failed save, the creature also sees a massive burning eye and hears Sauron whisper “I see you,” becoming paralyzed. The creature can repeat the saving throw at the end of each of its turns.

Summon a Balrog (Costs 3 Actions)

Sauron summons a Balor into an unoccupied space within 60 ft. The Balor acts as his ally, cannot summon other demons, and disappears at 0 HP.

Legendary Resistance (3/Day)

If Sauron fails a saving throw, he can choose to succeed instead.

Mythic Actions

Nazgul Shield (Costs 2 Actions). The aspect manifests seven spectral nazgul around himself that protect him; he gains 77 temporary hit points until the start of his next turn.

Nazgul Lances (Costs 3 Actions). The aspect conjures four enormous lances of magical force that plummet to the ground at four different points he can see within 150 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw or take 24 (7d6) force damage. A creature in the area of more than one lance is affected only once.

Description

A towering figure of obsidian armor and smoldering malice, Sauron radiates a presence that bends the will of lesser beings. His form is both corporeal and unreal—an echo of a once‑noble Maia spirit now twisted into a vessel of domination. Jagged plates of blackened steel fuse seamlessly with his shadow‑wreathed flesh, each movement accompanied by the groan of ancient metal and the whisper of tortured souls bound to his essence.

Where his face should be, only a void burns—an ever‑watchful furnace of malevolent intent. The air around him warps with oppressive heat, as though reality itself recoils from his presence. His gauntleted hands crackle with sorcerous fire, capable of reducing stone to molten slag or crushing mortal champions with contemptuous ease.

Sauron’s voice is a deep, resonant tremor that bypasses the ears and settles directly into the mind, carrying promises of power, despair, and inevitable submission. His mere gaze can unravel courage; his shadow can smother hope. Though he stands as a singular entity, his influence stretches far beyond his physical form—an empire of fear, deception, and enslavement woven through centuries of dark design.

In battle, Sauron is a cataclysm. Each swing of his massive mace sends shockwaves that shatter fortifications and pulverize the earth. Flames coil around him like serpents, answering his will. Even when struck down, his spirit clings to the world, seeking new vessels, new wars, and new ways to impose his dominion.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Silmaril

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