Ragnaros28 |
My build of Sauron, with the One Ring and before the Fall of Númenor. I wanted to know if this build makes sense:
- Large Fiend (Devil), Lawful Evil;
- Armor Class: 24 Adamantine Plate Armor;
- Hit Points: 930 (60d10 + 330);
- Speed: 50ft;
-Str: 30 (+10) / Dex: 22 (+6) / Con: 30 (+10) / Int: 24 (+7) / Wis: 24 (+4) / Cha: 30 (+10)
- Saving Throws: Str + 19, Con + 19, Int + 16, Cha + 19
- Skills: Arcana + 15, Athletic + 15, Deception + 19, History + 15, Intimidation + 19, Perception + 13, Persuasion + 19
- Damage Resistance: Acid, Cold, Psychic, Bludgeoning, Piercing and Slashing from magic weapons
- Damage immunities: Fire, Necrotic, Lightning, Thunder, Poison, Bludgeoning, Piercing and Slashing from Nommagic weapons
- Condition Immunities: Blinded, Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Unconscious.
- Senses: Blindsight 120ft, Darkvision 120ft, Truesight 120ft, (All of Mordor), Passive Perception 22
- Language: All, Telepathy 120ft (All of Mordor)
- Challenge: 30
- Proficiency bonus: + 9
Legendary Resistance (5/Day). If Sauron fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Sauron is immune to spells of 6th level or lower, unless he wishes to be affected. He has advantage on saving throws against all other spells.
Magic Weapons. Sauron's weapon attacks are magical.
Death Throes. When Sauron dies, he explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) 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 grapple
Siege. Sauron's attacks deal double damage to objects and structures.
War Caster. Sauron has practiced casting spells in the midst of combat, he has advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
Regeneration. Sauron's physical form is in a constant state of reforming itself. Regaining 50 hit points at the start of his turn.
Mastery of Form. Sauron is immune to any spell or effect that would alter his form, unless he chooses to be affected.
Spell Casting. Sauron is a 20th level spell caster, Sauron's spellcasting ability is Charisma(spell save DC26, +18 to hit with spell attacks). Sauron can cast the following spells requiring no material components.
While in Mordor Sauron can cast the following spells at will: control weather, earthquake, Control Volcano (Orodruin)
At will: alter self, disguise self, identify, locate object.
Cantrips(at will): eldritch blast, prestidigitation, fire bolt, mending, mage hand
1st Level (5 slots): charm person, disguise self, Burning Hands, Cause Fear, Charm Person, Comprehend Languages
2nd Level (4 slots): invisibility, Darkness, Detect Thoughts, Darkvision, suggestion, hold person, Alter Self, Kinetic Jaunt (with the Mace), Magic Weapon, See Invisibility, Summon Swarm (bats)
3rd Level (4 slots): counterspell, dispel magic, fear, animate dead, Incite Greed, Major Image, Protection from Energy, Tongues
4th Level (4 slots): confusion, charm monster, blight, dominate beast, locate creature, Greater Invisibility (Spiritual Form)
5th Level (3 slots): contagion, dominate person, dream, telekinesis, hold monster, contact other plane, Scrying, Wall of Force
6th Level (3 slots): mass suggestion, create undead, eyebite, Guards and Wards, Investiture of Flame, Magic Jar (One Ring), True Seeing
7th Level (3 slots): Power Word: Pain, Etherealness, Symbol (One Ring), teleport (spiritual form),
8th Level (4 slots): dominate monster, control weather, feeblemind, earthquake, Sympathy, Antimagic Field, Telepathy
9th Level (2 slots): Control Volcano (Orodruin), Shapechange, Hold Monster, mass
Actions
- Multiattack. Sauron can make three attacks with his claw or mace.
- Claw(Sauron Form). Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 14 (4d6) necrotic damage.
- Mace(Sauron Form). Melee Weapon Attack: +19 to hit, reach 10ft., 10 ft cone. Hit: 32 (4d10 + 10) bludgeoning damage and the target must make a DC 20 strength saving throw or is pushed up to 10ft back from Sauron on a failed save if it is Large or Smaller.
- Swing Attack (Sauron Form, Recharge 5-6). Sauron swings his massive mace in a 10ft radius semi-cycle in front of him. Each creature in that area area must make a DC24 Dexterity saving throw, taking 37(12d6) bludgeoning damage plus 33 (6d10) force damage on a failed save, or half as much on a successful one. On a failed save the creature is also thrown 60ft back from its original position and takes and additional 7 (2d6) falling damage.
Reactions
Opportunity Attack
Counterspell
Legendary Actions
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.
- Attack. Sauron makes a melee attack.
- I See You (Costs 2 Actions). As a flame awaken in his dead eyes, each creature within 60ft of Sauron must make a DC 26 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", paralyzing them for 1 minute. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Cast Spell (Costs 2 Actions). Sauron casts a spell from his list of prepared or innate spells, using a spell slot or spending a use as normal.
- Description
He is the Dark Lord, The Lord of The Rings. He is one of 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.
- 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 is now considered difficult terrain. Sauron absorbs the powerful energy flowing through the ground and air, until the start of his next turn his armor starts to burst with fire all his melee weapon attacks deal an extra 4d6 fire damage on a hit. Sauron releases a wave of red crackling energy all other creatures lose all types of damage resistance until the next round.Sauron causes the area around Mount Doom to tremble and shake, as large cracks form in the ground and all creatures within 120 ft of Mount Doom must make a Dextarity saving throw DC15 or take 2d6 bludgeoning damage, and 8d10 fire damage as lava starts to spew from the cracks in the ground and are knocked prone or take half damage and are not knocked prone on a success.
- 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.The very are is a poisonous fume, at the end of of each day all elves, humans, Dwarves, half-lings, half-elves, and gnomes must make a DC10 constitution saving throw or become poisoned until they leave Mordor. No spell or effect not cast by Sauron can change or alter the weather in Mordor unless he chooses to allow it. No creature can teleport in or out of Mordor without Sauron being aware of it.
If Sauron dies, these effects fade over the course of 7 days.