Roll the weapon's damage di(c)e three times and then add the appropriate modifier (i.e. Any weapon attacks performed by the Dungeon Master is tripled in power. Any weapon attacks performed by the Dungeon Master counts as magical for the purpose of overcoming resistance to bludgeoning, piercing, and slashing damage. ![]() The Dungeon Master is capable of casting any spell, and has the following spell slots Its spellcasting ability is Intelligence (spell save DC 30, +20 to hit with spell attacks). The Dungeon Master has advantage on saving throws against spells and other magical effects. If the Dungeon Master fails a saving throw, it can choose to succeed instead. Languages Any number of any languages Challenge 30 (1,000,000 XP) Saving Throws Dex +20, Con +20, Int +20, Cha +20 Skills Athletics +20, Acrobatics +20, Deception +20, Perception +20, Stealth +20 Damage Vulnerabilities Thunder Damage Resistances cold, force, radiant, nonmagical bludgeoning, piercing, and slashing Damage Immunities necrotic, psychic Condition Immunities charmed, frightened, paralyzed, petrified, stunned Senses passive Perception 30 Medium humanoid, any non lawful and non good alignmentĪrmor Class 28 (natural armor) Hit Points 3712 (425d8 + 1800) Speed 60 ft. It's power-level represents the Dungeon Master's gameplay, and is not necessarily playable. This is representing the Dungeon Master's role, as if the person was in the game playing as a creature. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest: Some portions of the content below may not be what you expect from traditional game content. ![]() This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Its use could dramatically alter campaigns, take extreme care. April Fools! This content is not designed for use in regular games, and may affect overall balance and gameplay.
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