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Evoker
2018-05-26, 11:12 AM
Doctor Doom
Medium Humanoid, Lawful Evil
Armor Class 21 (Full Plate +3)
Hit Points 135 (18d8+54)
Speed 30 ft, Fly 20ft(Poor).
STR 11 (+0)
DEX 16 (+3)
CON 16 (+3)
INT 24 (+7)
WIS 12 (+1)
CHA 16 (+3)
Saving Throws Con +10, Int +14, Wis +8
Skills Arcana +20, History +14, Insight +11, Perception +11
Damage Resistance Cold, Lightning, Fire
Damage Immunities: Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Condition Immunities Charmed, Frightened, Paralyzed.
Senses Truesight 120 Ft., passive Perception 21
Languages Common Plus Up To Five Other Languages
Challenge 21 (33,000 XP)
Legendary Resistance (3/Day). If Doctor Doom fails a saving throw, it can choose to succeed instead.
Rejuvenation. If Doctor Doom could conceivably be a doombot, he is realaled to still be alive in 1d10 days, regaining all its hit points and becoming active again. The new body appears within Laverta.
Spellcasting. Doctor Doom is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Doom has the following wizard spells prepared:

• Cantrips (at will): mage hand, prestidigitation, ray of frost
• 1st level (4 slots): detect magic, magic missile, shield, thunderwave
• 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image
• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
• 4th level (3 slots): blight, dimension door
• 5th level (3 slots): cloudkill, scrying
• 6th level (1 slot): disintegrate, globe of invulnerability
• 7th level (1 slot): finger of death, plane shift
• 8th level (1 slot): dominate monster, power word stun
• 9th level (1 slot): power word kill
Actions
Electrical Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: (3d6) Lightning damage. The target must succeed on a DC 18 Constitution saving throw or be Stunned for 1 round.
Legendary Actions
Cantrip. Doom casts a cantrip.
Electrical Touch (Costs 2 Actions). Doom uses his Electrical Touch.
Frightening Gaze (Costs 2 Actions). Doom fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Bio-destabilizing Pulse(Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Feel free to post other supervillains!

Fire Tarrasque
2018-05-26, 09:27 PM
You just took the lich and changed a few words.
To be fair, i'm guilty of this occasionally, there's nothing wrong with that, and it's quite appropriate for Doom.
How do I know this?
"Spellcasting. Doctor Doom is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The lich has the following wizard spells prepared: "
You should probably fix that.

Evoker
2018-05-27, 12:14 PM
I also gave DOOM +3 full plate and changed up immunities/resitances. Is a very direct copy of litch otherwise.